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authormegamage <none@none>2009-06-16 11:19:59 -0500
committermegamage <none@none>2009-06-16 11:19:59 -0500
commit3cf2be604275ec1ae7321b78dc6b62e559a5d7c7 (patch)
treed119d51bcee396d8fe913fa6b709ff45da2a2c2e /src/game/FleeingMovementGenerator.cpp
parentaaec3c819167afb3f40410142654ed4d57926b10 (diff)
[8026] Obtain object's map directly by calling appropriate WorldObject::GetMap()/GetBaseMap() functions instead of accessing MapManager. Code cleanups. Big thanks Infinity for tests. Author: Ambal
--HG-- branch : trunk
Diffstat (limited to 'src/game/FleeingMovementGenerator.cpp')
-rw-r--r--src/game/FleeingMovementGenerator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/FleeingMovementGenerator.cpp b/src/game/FleeingMovementGenerator.cpp
index 27c4490801d..2eddd2a128c 100644
--- a/src/game/FleeingMovementGenerator.cpp
+++ b/src/game/FleeingMovementGenerator.cpp
@@ -78,7 +78,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
z = owner.GetPositionZ();
float temp_x, temp_y, angle;
- const Map * _map = MapManager::Instance().GetBaseMap(owner.GetMapId());
+ const Map * _map = owner.GetBaseMap();
//primitive path-finding
for(uint8 i = 0; i < 18; ++i)
{