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authorsilver1ce <none@none>2010-02-03 16:53:40 +0200
committersilver1ce <none@none>2010-02-03 16:53:40 +0200
commita307ba784c1c658902b0d7195e1cfca038a155f5 (patch)
tree23542b941fc006fd0fe586dc223571709ec9fc69 /src/game/GameObject.cpp
parent23bdbf1ad3bf50696724e3502ab1775a26f2886e (diff)
*Move object's field\visibility update functions to object from accessor
removed useless SendUpdateObjectToAllExcept - anyway fields will be updated, there is no sense to force update them --HG-- branch : trunk
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r--src/game/GameObject.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index 07cf49f98f8..30045eb7ddf 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -478,7 +478,7 @@ void GameObject::Update(uint32 /*p_time*/)
if(!m_spawnedByDefault)
{
m_respawnTime = 0;
- ObjectAccessor::UpdateObjectVisibility(this);
+ UpdateObjectVisibility();
return;
}
@@ -488,7 +488,7 @@ void GameObject::Update(uint32 /*p_time*/)
if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
SaveRespawnTime();
- ObjectAccessor::UpdateObjectVisibility(this);
+ UpdateObjectVisibility();
break;
}