ClientEnvironment *env)
{
// Find factory function
- core::map<u16, Factory>::Node *n;
+ std::map<u16, Factory>::iterator n;
n = m_types.find(type);
- if(n == NULL)
+ if(n == m_types.end())
{
// If factory is not found, just return.
dstream<<"WARNING: ClientActiveObject: No factory for type="
return NULL;
}
- Factory f = n->getValue();
+ Factory f = n->second;
ClientActiveObject *object = (*f)(gamedef, env);
return object;
}
void ClientActiveObject::registerType(u16 type, Factory f)
{
- core::map<u16, Factory>::Node *n;
+ std::map<u16, Factory>::iterator n;
n = m_types.find(type);
- if(n)
+ if(n != m_types.end())
return;
- m_types.insert(type, f);
+ m_types[type] = f;
}