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Fixed the slider not being in the overworld instance.
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843b2e6e38
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@ -250,7 +250,7 @@ void TableData::loadPaths(int* nextId) {
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auto sliderPoint = _sliderPoint.value();
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auto sliderPoint = _sliderPoint.value();
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if (sliderPoint["stop"] && sliders % 2 == 0) { // check if this point in the circuit is a stop
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if (sliderPoint["stop"] && sliders % 2 == 0) { // check if this point in the circuit is a stop
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// spawn a slider
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// spawn a slider
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BaseNPC* slider = new BaseNPC(sliderPoint["iX"], sliderPoint["iY"], sliderPoint["iZ"], 1, (*nextId)++, NPC_BUS);
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BaseNPC* slider = new BaseNPC(sliderPoint["iX"], sliderPoint["iY"], sliderPoint["iZ"], INSTANCE_OVERWORLD, 1, (*nextId)++, NPC_BUS);
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NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
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NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
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NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ);
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NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ);
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// set slider path to a rotation of the circuit
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// set slider path to a rotation of the circuit
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