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| author | Kris Parker | 2009-11-13 16:05:07 +0000 |
|---|---|---|
| committer | Kris Parker | 2009-11-13 16:05:07 +0000 |
| commit | d71796dc3485880ef2e7749314865d271e0defad (patch) | |
| tree | c1617c6af4bd04a211f4d1fbb0527f1c3e27aae1 /GameBuildings.cpp | |
| parent | 3d910e86c82b777798d0ef5cf4816cd5caa6c3f0 (diff) | |
| download | stonesense-d71796dc3485880ef2e7749314865d271e0defad.tar.gz stonesense-d71796dc3485880ef2e7749314865d271e0defad.tar.bz2 stonesense-d71796dc3485880ef2e7749314865d271e0defad.tar.xz | |
Pulled in fix for sockpile/building overlap glitch
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index bd23836..94f2312 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -92,17 +92,17 @@ void MergeBuildingsToSegment(vector<t_building>* buildings, WorldSegment* segmen bool inside = segment->CoordinateInsideSegment(xx,yy, tempbuilding.z);
if(inside){
//want hashtable :(
- // will need all new bs now
- //b = segment->getBlock( xx, yy, tempbuilding.z);
+ // still need to test for b, because of ramp/building overlap
+ b = segment->getBlock( xx, yy, tempbuilding.z);
- //if(!b){
+ if(!b){
//inside segment, but no block to represent it
b = new Block(segment);
b->x = xx;
b->y = yy;
b->z = tempbuilding.z;
segment->addBlock( b );
- //}
+ }
if( b ){
//handle special case where zones and stockpiles overlap buildings, and try to replace them
|
