From 3586b768886b2b5326fad6f58ba3d284ec55e6a6 Mon Sep 17 00:00:00 2001 From: dongresource Date: Tue, 13 Oct 2020 23:35:21 +0200 Subject: [PATCH] Fixed the slider not being in the overworld instance. --- src/TableData.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/TableData.cpp b/src/TableData.cpp index b4ab3ab..27999ee 100644 --- a/src/TableData.cpp +++ b/src/TableData.cpp @@ -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