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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-10 23:04:42 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-11 13:47:17 +0200
commitd7fa7ea64f6bb0bc0b097e4bf1ceb4bd9620d0da (patch)
tree1b4d200ba66c6afcdb7763951980476756339cf1 /src/game-server/triggerareacomponent.cpp
parentaa04597c5f8bb806996d604699fc8ebff6d53bdd (diff)
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Converted Being into a Component
I did not really care too much about staying consistent with the use of static_casts to Actors since they are only temporary anyway until Actor is a component too.
Diffstat (limited to 'src/game-server/triggerareacomponent.cpp')
-rw-r--r--src/game-server/triggerareacomponent.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game-server/triggerareacomponent.cpp b/src/game-server/triggerareacomponent.cpp
index d4736e4..224b17f 100644
--- a/src/game-server/triggerareacomponent.cpp
+++ b/src/game-server/triggerareacomponent.cpp
@@ -34,7 +34,7 @@ void WarpAction::process(Actor *obj)
{
if (obj->getType() == OBJECT_CHARACTER)
{
- GameState::enqueueWarp(static_cast<Being *>(obj), mMap, mTargetPoint);
+ GameState::enqueueWarp(obj, mMap, mTargetPoint);
}
}