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authorJonas Ask2009-10-26 02:53:45 +0000
committerJonas Ask2009-10-26 02:53:45 +0000
commit54d77b3c654fa0bbf72de33c94dc0641ea7ff779 (patch)
treec0c429206dff3da1206385bbe25f8542fc661837 /GameBuildings.cpp
parent794807b43abb40670e6fe60750df1f2a76864dfb (diff)
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Added glass windows in a very rudimentary way
Diffstat (limited to 'GameBuildings.cpp')
-rw-r--r--GameBuildings.cpp15
1 files changed, 5 insertions, 10 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp
index d209c59..3d3dded 100644
--- a/GameBuildings.cpp
+++ b/GameBuildings.cpp
@@ -122,23 +122,18 @@ void loadSpecialBuildingTypes (WorldSegment* segment, Block* b, uint32_t relativ
//check all sprites for one that matches all conditions
for(j = 0; j < conf.sprites.size(); j++){
if(conf.sprites[j].BlockMatches(b)){
-// t_SpriteWithOffset Sprite;
b->building.sprites = conf.sprites[j].sprites;
-
foundBlockBuildingInfo = true;
- //b->overridingBuildingType = conf.sprites[j].spriteIndex;
-
break;
}
}
-
- //add yellow box, if needed. But only if the building was not found (this way we can have blank slots in buildings)
- if(b->building.sprites.size() == 0 && foundBlockBuildingInfo == false){
- t_SpriteWithOffset unknownBuildingSprite = {SPRITEOBJECT_NA, 0, 0};
- b->building.sprites.push_back( unknownBuildingSprite );
- }
break;
}
+ //add yellow box, if needed. But only if the building was not found (this way we can have blank slots in buildings)
+ if(b->building.sprites.size() == 0 && foundBlockBuildingInfo == false){
+ t_SpriteWithOffset unknownBuildingSprite = {SPRITEOBJECT_NA, 0, 0};
+ b->building.sprites.push_back( unknownBuildingSprite );
+ }
}
/*