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