Don't code while drunk; it never ends well
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@@ -46,7 +46,7 @@ void ServerApplication::HandleCharacterCreate(CharacterPacket* const argPacket)
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}
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//push this character to the rooms
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roomMgr.PushEntity(characterMgr.Get(characterIndex));
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roomMgr.PushEntity(static_cast<Entity*>(characterMgr.Get(characterIndex)));
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//pump this character to all clients
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CharacterPacket newPacket;
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@@ -90,7 +90,7 @@ void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket)
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}
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//delete the character
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roomMgr.PopEntity(characterMgr.Get(characterIndex));
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roomMgr.PopEntity(static_cast<Entity*>(characterMgr.Get(characterIndex)));
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characterMgr.Delete(characterIndex);
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//pump character delete
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@@ -124,7 +124,7 @@ void ServerApplication::HandleCharacterLoad(CharacterPacket* const argPacket) {
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}
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//push this character to the rooms
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roomMgr.PushEntity(characterMgr.Get(characterIndex));
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roomMgr.PushEntity(static_cast<Entity*>(characterMgr.Get(characterIndex)));
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//pump this character to all clients
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CharacterPacket newPacket;
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@@ -157,7 +157,7 @@ void ServerApplication::HandleCharacterUnload(CharacterPacket* const argPacket)
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}
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//unload the character
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roomMgr.PopEntity(characterData);
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roomMgr.PopEntity(static_cast<Entity*>(characterData));
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characterMgr.Unload(argPacket->characterIndex);
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//pump character delete
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@@ -199,7 +199,7 @@ void ServerApplication::HandleCharacterSetRoom(CharacterPacket* const argPacket)
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}
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//pop from the rooms
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roomMgr.PopEntity(characterData);
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roomMgr.PopEntity(static_cast<Entity*>(characterData));
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//set the character's room, zero it's origin, zero it's motion
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characterData->SetRoomIndex(argPacket->roomIndex);
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@@ -207,7 +207,7 @@ void ServerApplication::HandleCharacterSetRoom(CharacterPacket* const argPacket)
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characterData->SetMotion({0, 0});
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//push to the rooms
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roomMgr.PushEntity(characterData);
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roomMgr.PushEntity(static_cast<Entity*>(characterData));
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//update the clients
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CharacterPacket newPacket;
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@@ -150,7 +150,7 @@ void ServerApplication::FullCharacterUnload(int index) {
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}
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//pop from the rooms
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roomMgr.PopEntity(&character.second);
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roomMgr.PopEntity(static_cast<Entity*>(&character.second));
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//pump character unload
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CharacterPacket newPacket;
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