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| author | Japa | 2011-02-28 03:24:32 +0000 |
|---|---|---|
| committer | Japa | 2011-02-28 03:24:32 +0000 |
| commit | 92b8343b5ec1758e5161ac282510d787ba32f00b (patch) | |
| tree | c60170f9993fc6bcd854dcd277c6487d6149bf64 /GameBuildings.cpp | |
| parent | ded0a7567cbf96049d5e15e98d3641baa45f2930 (diff) | |
| download | stonesense-92b8343b5ec1758e5161ac282510d787ba32f00b.tar.gz stonesense-92b8343b5ec1758e5161ac282510d787ba32f00b.tar.bz2 stonesense-92b8343b5ec1758e5161ac282510d787ba32f00b.tar.xz | |
fixed the phantom outlines that were showing up.
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index 4644e46..13b4e5a 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -4,6 +4,7 @@ #include "GameBuildings.h"
#include "BuildingConfiguration.h"
#include "ContentLoader.h"
+#include "gui.h"
//vector<BuildingConfiguration> buildingTypes;
//vector <string> v_buildingtypes;//should be empty for all buildings
@@ -205,6 +206,9 @@ void loadBuildingSprites ( Block* b, DFHack::Context& DF){ //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){
c_sprite unknownBuildingSprite;
+ unknownBuildingSprite.set_defaultsheet(IMGObjectSheet);
+ unknownBuildingSprite.set_fileindex(-1);
+ unknownBuildingSprite.set_sheetindex(0);
b->building.sprites.push_back( unknownBuildingSprite );
}
}
|
