Some clean up related to the entity_list changes

This commit is contained in:
Michael Cook (mackal)
2014-02-10 12:16:14 -05:00
parent ce4f4995b5
commit 6a8a6e530b
4 changed files with 5 additions and 20 deletions
+1 -11
View File
@@ -385,16 +385,6 @@ Mob::Mob(const char* in_name,
Mob::~Mob()
{
// Our Entity ID is set to 0 in NPC::Death. This leads to mobs hanging around for a while in
// the entity list, even after they have been destroyed. Use our memory pointer to remove the mob
// if our EntityID is 0.
//
/*if(GetID() > 0)
entity_list.RemoveMob(GetID());
else
entity_list.RemoveMob(this);*/
AI_Stop();
if (GetPet()) {
if (GetPet()->Charmed())
@@ -402,7 +392,7 @@ Mob::~Mob()
else
SetPet(0);
}
ClearSpecialAbilities();
EQApplicationPacket app;