removeFromScene(true);
}
-ClientActiveObject* ClientActiveObject::create(u8 type, IGameDef *gamedef,
- ClientEnvironment *env)
+ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
+ IGameDef *gamedef, ClientEnvironment *env)
{
// Find factory function
std::map<u16, Factory>::iterator n;
n = m_types.find(type);
- if(n == m_types.end())
- {
+ if(n == m_types.end()) {
// If factory is not found, just return.
- dstream<<"WARNING: ClientActiveObject: No factory for type="
+ warningstream<<"ClientActiveObject: No factory for type="
<<(int)type<<std::endl;
return NULL;
}