diff options
author | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-04-21 11:53:57 +0200 |
---|---|---|
committer | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-05-08 14:02:51 +0200 |
commit | 2e977bb3182332fce247c7bdee5db2c43c9de5ee (patch) | |
tree | c005f77c03215bdc1e54c9b1aab6ee76d997cc44 /src/game-server/gamehandler.cpp | |
parent | 990cd4d2e5466d5c961fd5d7ee38e5100df962fe (diff) | |
download | manaserv-2e977bb3182332fce247c7bdee5db2c43c9de5ee.tar.gz manaserv-2e977bb3182332fce247c7bdee5db2c43c9de5ee.tar.xz manaserv-2e977bb3182332fce247c7bdee5db2c43c9de5ee.zip |
[Abilities] Moved the ability code into a own component
This later allows monsters and characters to use this component.
Diffstat (limited to 'src/game-server/gamehandler.cpp')
-rw-r--r-- | src/game-server/gamehandler.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/game-server/gamehandler.cpp b/src/game-server/gamehandler.cpp index 2740284..b1a87a2 100644 --- a/src/game-server/gamehandler.cpp +++ b/src/game-server/gamehandler.cpp @@ -702,9 +702,9 @@ void GameHandler::handleUseAbilityOnBeing(GameClient &client, MessageIn &message client.character->getComponent<ActorComponent>()->getPublicID(); LOG_DEBUG("Character " << publicId << " tries to use his ability " << abilityID); - auto *characterComponent = client.character - ->getComponent<CharacterComponent>(); - characterComponent->useAbilityOnBeing(*client.character, abilityID, being); + auto *abilityComponent = client.character + ->getComponent<AbilityComponent>(); + abilityComponent->useAbilityOnBeing(*client.character, abilityID, being); } void GameHandler::handleUseAbilityOnPoint(GameClient &client, MessageIn &message) @@ -720,9 +720,9 @@ void GameHandler::handleUseAbilityOnPoint(GameClient &client, MessageIn &message client.character->getComponent<ActorComponent>()->getPublicID(); LOG_DEBUG("Character " << publicId << " tries to use his ability attack " << abilityID); - auto *characterComponent = client.character - ->getComponent<CharacterComponent>(); - characterComponent->useAbilityOnPoint(*client.character, abilityID, x, y); + auto *abilityComponent = client.character + ->getComponent<AbilityComponent>(); + abilityComponent->useAbilityOnPoint(*client.character, abilityID, x, y); } void GameHandler::handleActionChange(GameClient &client, MessageIn &message) |