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