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authorrubenwardy <rw@rubenwardy.com>2022-01-31 21:48:14 +0000
committerGitHub <noreply@github.com>2022-01-31 21:48:14 +0000
commitc61998bd2000427b96fc506edffa9fa4e27a1a9b (patch)
tree9d1ffe2bca19ca3c2c8290daa512c84e17b7269a /src/util/sha1.h
parent1e4d6672be35e075de6add3d4d4e97793a911efc (diff)
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Revert "Disable dynamic shadows for the 5.5.0 release" (#12032)
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0 files changed, 0 insertions, 0 deletions
an> #include "constants.h" /* ClientActiveObject */ ClientActiveObject::ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env): ActiveObject(id), m_gamedef(gamedef), m_env(env) { } ClientActiveObject::~ClientActiveObject() { removeFromScene(true); } ClientActiveObject* ClientActiveObject::create(u8 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 factory is not found, just return. dstream<<"WARNING: ClientActiveObject: No factory for type=" <<(int)type<<std::endl; return NULL; } Factory f = n->second;