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forked from 0ad/0ad

NMT_REMOVE_MESSAGE network message added so that an entity can be removed during a multiplayer game (compilation error fix)

This was SVN commit r6543.
This commit is contained in:
dax 2008-12-21 19:56:50 +00:00
parent fe645d8fc9
commit 40cfae7f81

View File

@ -212,7 +212,7 @@ void CNetMessage::ScriptingInit()
g_ScriptingHost.DefineConstant( "NMT_ADD_WAYPOINT", NMT_ADD_WAYPOINT );
g_ScriptingHost.DefineConstant( "NMT_CONTACT_ACTION", NMT_CONTACT_ACTION );
g_ScriptingHost.DefineConstant( "NMT_PRODUCE", NMT_PRODUCE );
g_ScriptingHost.DefineConstant( "NMT_PLACE_OBJECTS", NMT_PLACE_OBJECTS );
g_ScriptingHost.DefineConstant( "NMT_PLACE_OBJECT", NMT_PLACE_OBJECT );
g_ScriptingHost.DefineConstant( "NMT_REMOVE_OBJECT", NMT_REMOVE_OBJECT );
g_ScriptingHost.DefineConstant( "NMT_SET_RALLY_POINT", NMT_SET_RALLY_POINT );
g_ScriptingHost.DefineConstant( "NMT_SET_STANCE", NMT_SET_STANCE );
@ -921,7 +921,7 @@ CNetMessage* CNetMessageFactory::CreateMessage(const void* pData,
header.Deserialize( ( const u8* )pData, ( const u8* )pData + dataSize );
// This is what we want
pNewMessage = m_Pool.GetMessage( header.GetType() );
//pNewMessage = m_Pool.GetMessage( header.GetType() );
switch ( header.GetType() )
{