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| author | Japa | 2010-06-25 15:25:10 +0000 |
|---|---|---|
| committer | Japa | 2010-06-25 15:25:10 +0000 |
| commit | c4928171fc215e6dc55086a5867dcaecbb6a033a (patch) | |
| tree | e7e6e635dc191777fb392a9f5773cfefa6d04dc8 /GameBuildings.cpp | |
| parent | 83ca2eca776c362110137a489c7bda42ec99a5d2 (diff) | |
| download | stonesense-c4928171fc215e6dc55086a5867dcaecbb6a033a.tar.gz stonesense-c4928171fc215e6dc55086a5867dcaecbb6a033a.tar.bz2 stonesense-c4928171fc215e6dc55086a5867dcaecbb6a033a.tar.xz | |
Switched buildings over to the new sprite system.
as of now, all sprites have the same featureset. yay me!
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 10 |
1 files changed, 1 insertions, 9 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index dedc0fb..e7419fb 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -185,15 +185,7 @@ void loadBuildingSprites ( Block* b, API& 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){
- t_SpriteWithOffset unknownBuildingSprite =
- {
- SPRITEOBJECT_NA,
- 0,
- 0,
- -1,
- 0,
- 1+2+4+8+16+32
- };
+ c_sprite unknownBuildingSprite;
b->building.sprites.push_back( unknownBuildingSprite );
}
}
|
