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SAO: re-add old ActiveObjectTypes for a future migration layer
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@@ -39,14 +39,13 @@ ClientActiveObject::~ClientActiveObject()
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removeFromScene(true);
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}
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ClientActiveObject* ClientActiveObject::create(u8 type, IGameDef *gamedef,
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ClientEnvironment *env)
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ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
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IGameDef *gamedef, ClientEnvironment *env)
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{
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// Find factory function
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std::map<u16, Factory>::iterator n;
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n = m_types.find(type);
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if(n == m_types.end())
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{
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if(n == m_types.end()) {
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// If factory is not found, just return.
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dstream<<"WARNING: ClientActiveObject: No factory for type="
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<<(int)type<<std::endl;
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