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authormadmaxoft <github@xoft.cz>2013-08-30 14:32:07 +0200
committermadmaxoft <github@xoft.cz>2013-08-30 14:32:07 +0200
commitc28ccdc9d56497d42c2a97554a96de76e0d2ee68 (patch)
treef1a1f5629ae7e2565330580ab4e6fe76466acf6e /source/Entities/TNTEntity.cpp
parentAdded the login sequence of a vanilla client to the docs. (diff)
parentShooting a bow kinda works. (diff)
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Diffstat (limited to 'source/Entities/TNTEntity.cpp')
-rw-r--r--source/Entities/TNTEntity.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/source/Entities/TNTEntity.cpp b/source/Entities/TNTEntity.cpp
index 43a0dea09..ad3d9ae0c 100644
--- a/source/Entities/TNTEntity.cpp
+++ b/source/Entities/TNTEntity.cpp
@@ -29,20 +29,6 @@ cTNTEntity::cTNTEntity(const Vector3d & a_Pos, double a_FuseTimeInSec) :
-bool cTNTEntity::Initialize(cWorld * a_World)
-{
- if (super::Initialize(a_World))
- {
- a_World->BroadcastSpawnEntity(*this);
- return true;
- }
- return false;
-}
-
-
-
-
-
void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
{
a_ClientHandle.SendSpawnObject(*this, 50, 1, 0, 0); // 50 means TNT