Fixed the slider not being in the overworld instance.

This commit is contained in:
dongresource 2020-10-13 23:35:21 +02:00
parent 843b2e6e38
commit 3586b76888

View File

@ -250,7 +250,7 @@ void TableData::loadPaths(int* nextId) {
auto sliderPoint = _sliderPoint.value();
if (sliderPoint["stop"] && sliders % 2 == 0) { // check if this point in the circuit is a stop
// spawn a slider
BaseNPC* slider = new BaseNPC(sliderPoint["iX"], sliderPoint["iY"], sliderPoint["iZ"], 1, (*nextId)++, NPC_BUS);
BaseNPC* slider = new BaseNPC(sliderPoint["iX"], sliderPoint["iY"], sliderPoint["iZ"], INSTANCE_OVERWORLD, 1, (*nextId)++, NPC_BUS);
NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ);
// set slider path to a rotation of the circuit