From d7fa7ea64f6bb0bc0b097e4bf1ceb4bd9620d0da Mon Sep 17 00:00:00 2001 From: Erik Schilling Date: Wed, 10 Apr 2013 23:04:42 +0200 Subject: 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. --- src/game-server/monstercombatcomponent.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'src/game-server/monstercombatcomponent.cpp') diff --git a/src/game-server/monstercombatcomponent.cpp b/src/game-server/monstercombatcomponent.cpp index 0fc0b48..35e2f24 100644 --- a/src/game-server/monstercombatcomponent.cpp +++ b/src/game-server/monstercombatcomponent.cpp @@ -23,7 +23,7 @@ #include "game-server/monster.h" #include "scripting/scriptmanager.h" -MonsterCombatComponent::MonsterCombatComponent(Being &monster, +MonsterCombatComponent::MonsterCombatComponent(Entity &monster, MonsterClass *specy): CombatComponent(monster), mDamageMutation(0) @@ -37,11 +37,11 @@ MonsterCombatComponent::MonsterCombatComponent(Being &monster, /** * Performs an attack */ -void MonsterCombatComponent::processAttack(Being *source, Attack &attack) +void MonsterCombatComponent::processAttack(Entity *source, Attack &attack) { if (!mTarget) { - source->setAction(STAND); + source->getComponent()->setAction(*source, STAND); return; } @@ -69,8 +69,8 @@ void MonsterCombatComponent::processAttack(Being *source, Attack &attack) /** * Calls the damage function in Being and updates the aggro list */ -int MonsterCombatComponent::damage(Being &target, - Being *source, +int MonsterCombatComponent::damage(Entity &target, + Entity *source, const Damage &damage) { Damage newDamage = damage; -- cgit