diff --git a/src/world/server.rs b/src/world/server.rs index 2aea12f..39c1db4 100644 --- a/src/world/server.rs +++ b/src/world/server.rs @@ -48,7 +48,7 @@ pub const CUSTOMIZE_DATA: CustomizeData = CustomizeData { #[derive(Debug, Clone)] enum NetworkedActor { Player(NpcSpawn), - NPC(NpcSpawn), + Npc(NpcSpawn), } #[derive(Default, Debug, Clone)] @@ -63,7 +63,7 @@ impl Instance { } fn insert_npc(&mut self, id: ObjectId, spawn: NpcSpawn) { - self.actors.insert(id, NetworkedActor::NPC(spawn)); + self.actors.insert(id, NetworkedActor::Npc(spawn)); } fn generate_actor_id() -> u32 { @@ -160,7 +160,7 @@ pub async fn server_main_loop(mut recv: Receiver) -> Result<(), std::i for (id, spawn) in &instance.actors { let npc_spawn = match spawn { NetworkedActor::Player(npc_spawn) => npc_spawn, - NetworkedActor::NPC(npc_spawn) => npc_spawn, + NetworkedActor::Npc(npc_spawn) => npc_spawn, }; // Note that we currently only support spawning via the NPC packet, hence why we don't need to differentiate here @@ -282,7 +282,7 @@ pub async fn server_main_loop(mut recv: Receiver) -> Result<(), std::i { let common = match spawn { NetworkedActor::Player(npc_spawn) => &mut npc_spawn.common, - NetworkedActor::NPC(npc_spawn) => &mut npc_spawn.common, + NetworkedActor::Npc(npc_spawn) => &mut npc_spawn.common, }; common.pos = position; common.rotation = rotation;