Tiny compiler bug fix.

This commit is contained in:
William Moberg
2016-03-09 11:44:07 +01:00
parent 534d6639e5
commit f24a5a36b4
+2 -2
View File
@@ -154,7 +154,7 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
if (e.Command == "PickTeam") { if (e.Command == "PickTeam") {
iter->Team = (ComponentInfo::EnumType)e.Value; iter->Team = (ComponentInfo::EnumType)e.Value;
} else { } else {
iter->Class = static_cast<PlayerClass>(e.Value); iter->Class = static_cast<PlayerClass>((int)e.Value);
} }
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) { } else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
// If player is not in queue to spawn, then create a spawn request, // If player is not in queue to spawn, then create a spawn request,
@@ -168,7 +168,7 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
// Should never get here, since you should have picked a team before you ever get a chance to pick class. // Should never get here, since you should have picked a team before you ever get a chance to pick class.
LOG_WARNING("Sequence error: Should not be able to pick class before team"); LOG_WARNING("Sequence error: Should not be able to pick class before team");
req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later. req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later.
req.Class = static_cast<PlayerClass>(e.Value); req.Class = static_cast<PlayerClass>((int)e.Value);
} }
m_SpawnRequests.push_back(req); m_SpawnRequests.push_back(req);
} else { } else {