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SAO: re-add old ActiveObjectTypes for a future migration layer

This commit is contained in:
Loic Blot 2015-02-17 11:37:55 +01:00
parent f8d5af7536
commit c58d49977d
6 changed files with 14 additions and 11 deletions

View file

@ -39,14 +39,13 @@ ClientActiveObject::~ClientActiveObject()
removeFromScene(true);
}
ClientActiveObject* ClientActiveObject::create(u8 type, IGameDef *gamedef,
ClientEnvironment *env)
ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
IGameDef *gamedef, ClientEnvironment *env)
{
// Find factory function
std::map<u16, Factory>::iterator n;
n = m_types.find(type);
if(n == m_types.end())
{
if(n == m_types.end()) {
// If factory is not found, just return.
dstream<<"WARNING: ClientActiveObject: No factory for type="
<<(int)type<<std::endl;