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authorLoic Blot <loic.blot@unix-experience.fr>2015-02-17 11:37:55 +0100
committerLoic Blot <loic.blot@unix-experience.fr>2015-02-17 11:37:55 +0100
commitc58d49977da5aab88f5a9d5b540c6237ca5cdcb5 (patch)
treea5bc0c0987b57cbee1052c0289c19cbf5274fcb3 /src/clientobject.cpp
parentf8d5af753617d502920556cff88f451ef670c210 (diff)
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SAO: re-add old ActiveObjectTypes for a future migration layer
Diffstat (limited to 'src/clientobject.cpp')
-rw-r--r--src/clientobject.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/clientobject.cpp b/src/clientobject.cpp
index 37f693c5e..ae1be092f 100644
--- a/src/clientobject.cpp
+++ b/src/clientobject.cpp
@@ -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;