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authormegamage <none@none>2008-12-19 16:05:13 -0600
committermegamage <none@none>2008-12-19 16:05:13 -0600
commit400f7b859693eef1043a75a18c369dd871ffb721 (patch)
tree5f480c9380d4125a57cbeb4315ef22ad2ab32a71 /src/game/GameEvent.cpp
parentcebaa3a703f36efeedc5fd786b6eacb7a93585c2 (diff)
*Temp fix for crash caused by AV creature. Need to find a way to allow summoned creatures to use RandomMovement.
--HG-- branch : trunk
Diffstat (limited to 'src/game/GameEvent.cpp')
-rw-r--r--src/game/GameEvent.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/GameEvent.cpp b/src/game/GameEvent.cpp
index 67d895cfc89..17084dd3ebf 100644
--- a/src/game/GameEvent.cpp
+++ b/src/game/GameEvent.cpp
@@ -956,7 +956,7 @@ uint32 GameEvent::Update() // return the next e
uint32 nextEventDelay = max_ge_check_delay; // 1 day
uint32 calcDelay;
std::set<uint16> activate, deactivate;
- for (uint16 itr = 1; itr < mGameEvent.size(); itr++)
+ for (uint16 itr = 1; itr < mGameEvent.size(); ++itr)
{
// must do the activating first, and after that the deactivating
// so first queue it