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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

@ -1700,7 +1700,7 @@ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
StaticObject &s_obj = *i;
// Create an active object from the data
ServerActiveObject *obj = ServerActiveObject::create
(s_obj.type, this, 0, s_obj.pos, s_obj.data);
((ActiveObjectType) s_obj.type, this, 0, s_obj.pos, s_obj.data);
// If couldn't create object, store static data back.
if(obj==NULL)
{
@ -2488,7 +2488,7 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type,
const std::string &init_data)
{
ClientActiveObject* obj =
ClientActiveObject::create(type, m_gamedef, this);
ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this);
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "