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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2013-04-13 15:07:34 +0200
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2013-04-13 15:07:34 +0200
commitff7041ab8d0c176a7c9764656c21177944f52c31 (patch)
tree022ce21dc7241aff535573ac27ab5c3a78d99a1b
parent56f90fa72697cbabf52e553a8ff94332819406d4 (diff)
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Don't try to kill the connection of a deleted character
The point is to do this on the new character and to allow the client to continue playing with the existing character instance (when it represents the same character in the DB). Somehow was changed in commit aa04597c5f8.
-rw-r--r--src/game-server/gamehandler.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game-server/gamehandler.cpp b/src/game-server/gamehandler.cpp
index 603bb1e..9566316 100644
--- a/src/game-server/gamehandler.cpp
+++ b/src/game-server/gamehandler.cpp
@@ -370,7 +370,7 @@ void GameHandler::addPendingCharacter(const std::string &token, Entity *ch)
it available for a new connection. */
delete ch;
GameState::remove(old_ch);
- kill(ch);
+ kill(old_ch);
ch = old_ch;
break;
}