--- deliantra/server/common/object.C 2006/09/03 00:18:40 1.11 +++ deliantra/server/common/object.C 2006/09/03 14:33:47 1.12 @@ -1,6 +1,6 @@ /* * static char *rcsid_object_c = - * "$Id: object.C,v 1.11 2006/09/03 00:18:40 root Exp $"; + * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex Exp $"; */ /* @@ -1160,7 +1160,6 @@ * to the caller to decide what we want to do. */ op->x=op->env->x,op->y=op->env->y; - op->ox=op->x,op->oy=op->y; op->map=op->env->map; op->above=NULL,op->below=NULL; op->env=NULL; @@ -1381,9 +1380,6 @@ * is clear wrong do we normalize it. */ if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { - /* Debugging information so you can see the last coordinates this object had */ - more->ox = more->x; - more->oy = more->y; more->map = get_map_from_coord(m, &more->x, &more->y); } else if (!more->map) { /* For backwards compatibility - when not dealing with tiled maps, @@ -1400,10 +1396,6 @@ } CLEAR_FLAG(op,FLAG_REMOVED); - /* Debugging information so you can see the last coordinates this object had */ - op->ox=op->x; - op->oy=op->y; - /* Ideally, the caller figures this out. However, it complicates a lot * of areas of callers (eg, anything that uses find_free_spot would now * need extra work @@ -1814,7 +1806,6 @@ op->above=NULL; op->below=NULL; op->x=0,op->y=0; - op->ox=0,op->oy=0; /* reset the light list and los of the players on the map */ if((op->glow_radius!=0)&&where->map)