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| author | Jonas Ask | 2009-10-26 02:53:45 +0000 |
|---|---|---|
| committer | Jonas Ask | 2009-10-26 02:53:45 +0000 |
| commit | 54d77b3c654fa0bbf72de33c94dc0641ea7ff779 (patch) | |
| tree | c0c429206dff3da1206385bbe25f8542fc661837 /GameBuildings.cpp | |
| parent | 794807b43abb40670e6fe60750df1f2a76864dfb (diff) | |
| download | stonesense-54d77b3c654fa0bbf72de33c94dc0641ea7ff779.tar.gz stonesense-54d77b3c654fa0bbf72de33c94dc0641ea7ff779.tar.bz2 stonesense-54d77b3c654fa0bbf72de33c94dc0641ea7ff779.tar.xz | |
Added glass windows in a very rudimentary way
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 15 |
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 );
+ }
}
/*
|
