summaryrefslogtreecommitdiffstats
path: root/src/game-server/gamehandler.cpp
diff options
context:
space:
mode:
authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-21 11:53:57 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-05-08 14:02:51 +0200
commit2e977bb3182332fce247c7bdee5db2c43c9de5ee (patch)
treec005f77c03215bdc1e54c9b1aab6ee76d997cc44 /src/game-server/gamehandler.cpp
parent990cd4d2e5466d5c961fd5d7ee38e5100df962fe (diff)
downloadmanaserv-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.cpp12
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)