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| author | Petr Mrázek | 2011-08-07 01:35:28 +0000 |
|---|---|---|
| committer | Petr Mrázek | 2011-08-07 01:35:28 +0000 |
| commit | 4064cf25797462fc6ac61f578b7e4b6bd31bf6b6 (patch) | |
| tree | 1a1744e66471edd1948b02bf4627e87693f1685a /GameBuildings.cpp | |
| parent | d841ba0fee6e1f98e414c52dd07b44b981bc05fe (diff) | |
| download | stonesense-4064cf25797462fc6ac61f578b7e4b6bd31bf6b6.tar.gz stonesense-4064cf25797462fc6ac61f578b7e4b6bd31bf6b6.tar.bz2 stonesense-4064cf25797462fc6ac61f578b7e4b6bd31bf6b6.tar.xz | |
stonesense now doesn't crash while starting for the second time
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index a14724f..8f765fc 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -140,13 +140,13 @@ void MergeBuildingsToSegment(vector<t_building>* buildings, WorldSegment* segmen if( b ){
//handle special case where zones and stockpiles overlap buildings, and try to replace them
- if(b->building.info.type != BUILDINGTYPE_NA && tempbuilding.type == TranslateBuildingName("building_civzonest", contentLoader.classIdStrings ) )
+ if(b->building.info.type != BUILDINGTYPE_NA && tempbuilding.type == TranslateBuildingName("building_civzonest", contentLoader->classIdStrings ) )
continue;
- if(b->building.info.type != BUILDINGTYPE_NA && tempbuilding.type == TranslateBuildingName("building_stockpilest", contentLoader.classIdStrings ) )
+ if(b->building.info.type != BUILDINGTYPE_NA && tempbuilding.type == TranslateBuildingName("building_stockpilest", contentLoader->classIdStrings ) )
continue;
b->building.index = i;
b->building.info = tempbuilding;
- b->building.custom_building_type = contentLoader.Bld->GetCustomWorkshopType(tempbuilding);
+ b->building.custom_building_type = contentLoader->Bld->GetCustomWorkshopType(tempbuilding);
}
}
}
@@ -174,9 +174,9 @@ void loadBuildingSprites ( Block* b){ }
if(b->building.custom_building_type == -1)
{
- uint32_t numBuildings = (uint32_t)contentLoader.buildingConfigs.size();
+ uint32_t numBuildings = (uint32_t)contentLoader->buildingConfigs.size();
for(uint32_t i = 0; i < numBuildings; i++){
- BuildingConfiguration& conf = contentLoader.buildingConfigs[i];
+ BuildingConfiguration& conf = contentLoader->buildingConfigs[i];
if(b->building.info.type != conf.gameID) continue;
//check all sprites for one that matches all conditions
@@ -189,9 +189,9 @@ void loadBuildingSprites ( Block* b){ }
else
{
- uint32_t numCustBuildings = (uint32_t)contentLoader.customBuildingConfigs.size();
+ uint32_t numCustBuildings = (uint32_t)contentLoader->customBuildingConfigs.size();
for(uint32_t i = 0; i < numCustBuildings; i++){
- BuildingConfiguration& cust = contentLoader.customBuildingConfigs[i];
+ BuildingConfiguration& cust = contentLoader->customBuildingConfigs[i];
if(b->building.custom_building_type != cust.gameID) continue;
//check all sprites for one that matches all conditions
@@ -224,10 +224,10 @@ bool BlockHasSuspendedBuilding(vector<t_building>* buildingList, Block* b){ if(b->x < building->x1 || b->x > building->x2) continue;
if(b->y < building->y1 || b->y > building->y2) continue;
- if(building->type == TranslateBuildingName("building_bridgest", contentLoader.classIdStrings )){
+ if(building->type == TranslateBuildingName("building_bridgest", contentLoader->classIdStrings )){
return true;
}
- if(building->type == TranslateBuildingName("building_civzonest", contentLoader.classIdStrings ))
+ if(building->type == TranslateBuildingName("building_civzonest", contentLoader->classIdStrings ))
return true;
}
return false;
|
