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Moved entity spawning into cEntity::Initialize().

It has been called in every descendant anyway, so it's better this way - reduced duplicate code.
This commit is contained in:
madmaxoft
2013-08-25 21:25:13 +02:00
parent 83811b6929
commit a7447b4c7e
9 changed files with 4 additions and 61 deletions

View File

@@ -29,20 +29,6 @@ cTNTEntity::cTNTEntity(const Vector3d & a_Pos, double a_FuseTimeInSec) :
bool cTNTEntity::Initialize(cWorld * a_World)
{
if (super::Initialize(a_World))
{
a_World->BroadcastSpawnEntity(*this);
return true;
}
return false;
}
void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
{
a_ClientHandle.SendSpawnObject(*this, 50, 1, 0, 0); // 50 means TNT