diff options
| author | Jonas Ask | 2009-10-22 23:13:27 +0000 |
|---|---|---|
| committer | Jonas Ask | 2009-10-22 23:13:27 +0000 |
| commit | 4df1a11a96ca50d28bf6cf7a8013f3a49df744f9 (patch) | |
| tree | 9668e422c07971444293a5965f32949fda9b8ef2 /GameBuildings.cpp | |
| parent | 76db31294fdb8cc09fa788e5e120c160c4fc85d0 (diff) | |
| download | stonesense-4df1a11a96ca50d28bf6cf7a8013f3a49df744f9.tar.gz stonesense-4df1a11a96ca50d28bf6cf7a8013f3a49df744f9.tar.bz2 stonesense-4df1a11a96ca50d28bf6cf7a8013f3a49df744f9.tar.xz | |
Added a debug cursor to look at block details.
Fixed hiding borders on fortifications.
Added new fortification: Carved from stone.
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index 120b2d6..079194e 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -5,6 +5,8 @@ #include "BuildingConfiguration.h"
vector<BuildingConfiguration> buildingTypes;
+vector <string> v_buildingtypes;//should be empty for all buildings
+
void loadSpecialBuildingTypes (WorldSegment* segment, Block* b, uint32_t relativex, uint32_t relativey, uint32_t height);
@@ -39,11 +41,6 @@ int BlockNeighbourhoodType_simple(WorldSegment* segment, Block* b, bool validati return eSimpleSingle;
}
-//
-//bool hasWall(Block* b){
-// if(!b) return false;
-// return b->wallType > 0;
-//}
bool blockHasBridge(Block* b){
if(!b) return 0;
@@ -69,7 +66,7 @@ dirTypes findWallCloseTo(WorldSegment* segment, Block* b){ void ReadBuildings(DFHackAPI& DF, vector<t_building>* buildingHolder){
if(!buildingHolder) return;
- vector <string> v_buildingtypes;//should be empty for all buildings
+ v_buildingtypes.clear();
uint32_t numbuildings = DF.InitReadBuildings(v_buildingtypes);
t_building tempbuilding;
|
