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SAO: re-add old ActiveObjectTypes for a future migration layer
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6 changed files with 14 additions and 11 deletions
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@ -1700,7 +1700,7 @@ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
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StaticObject &s_obj = *i;
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// Create an active object from the data
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ServerActiveObject *obj = ServerActiveObject::create
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(s_obj.type, this, 0, s_obj.pos, s_obj.data);
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((ActiveObjectType) s_obj.type, this, 0, s_obj.pos, s_obj.data);
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// If couldn't create object, store static data back.
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if(obj==NULL)
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{
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@ -2488,7 +2488,7 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type,
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const std::string &init_data)
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{
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ClientActiveObject* obj =
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ClientActiveObject::create(type, m_gamedef, this);
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ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this);
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if(obj == NULL)
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{
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infostream<<"ClientEnvironment::addActiveObject(): "
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