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| author | Jonas Ask | 2009-10-29 14:13:47 +0000 |
|---|---|---|
| committer | Jonas Ask | 2009-10-29 14:13:47 +0000 |
| commit | 79c912980a56ed89bf905445e241582a1b0f1caa (patch) | |
| tree | 03928d872b1474ecbaed2972ab283dcc912c0faa /GameBuildings.cpp | |
| parent | 5cfb571042e9aa52f91d3144fa2ba90714fe04c6 (diff) | |
| download | stonesense-79c912980a56ed89bf905445e241582a1b0f1caa.tar.gz stonesense-79c912980a56ed89bf905445e241582a1b0f1caa.tar.bz2 stonesense-79c912980a56ed89bf905445e241582a1b0f1caa.tar.xz | |
Stockpiles would override buildings. Cant have that. thanks kaypy.
Building info dump routine added.
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index 823360b..1af5e49 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -96,9 +96,11 @@ void MergeBuildingsToSegment(vector<t_building>* buildings, WorldSegment* segmen Block* b;
//want hashtable :(
if( b = segment->getBlock( xx, yy, tempbuilding.z) ){
- //handle special case where zones overlap buildings, and try to replace them
+ //handle special case where zones and stockpiles overlap buildings, and try to replace them
if(b->building.info.type != BUILDINGTYPE_NA && tempbuilding.type == BUILDINGTYPE_ZONE )
continue;
+ if(b->building.info.type != BUILDINGTYPE_NA && tempbuilding.type == BUILDINGTYPE_STOCKPILE )
+ continue;
b->building.info = tempbuilding;
}
|
