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authorJapa2010-04-11 04:33:44 +0000
committerJapa2010-04-11 04:33:44 +0000
commitffcba85018dd24abdb4dbeb027f20dfe98e06319 (patch)
tree7065b44fe5c2e84785f046161859bb7ba11ff951 /GameBuildings.cpp
parentd152bfaf28ae7653e008a6763c2abb97c949c142 (diff)
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creatures now work, and buildings show, but professions and building types don't load.
Diffstat (limited to 'GameBuildings.cpp')
-rw-r--r--GameBuildings.cpp14
1 files changed, 11 insertions, 3 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp
index fba6b16..bbce0d5 100644
--- a/GameBuildings.cpp
+++ b/GameBuildings.cpp
@@ -61,8 +61,8 @@ dirTypes findWallCloseTo(WorldSegment* segment, Block* b){
return eSimpleSingle;
}
-void ReadBuildings(API& DF, vector<t_building>* buildingHolder){
- return;
+void ReadBuildings(API& DF, vector<t_building>* buildingHolder)
+{
if(!buildingHolder) return;
DFHack::Buildings * Bld = DF.getBuildings();
@@ -154,7 +154,15 @@ void loadBuildingSprites ( Block* b){
}
//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,-1,1+2+4+8+16+32};
+ t_SpriteWithOffset unknownBuildingSprite =
+ {
+ SPRITEOBJECT_NA,
+ 0,
+ 0,
+ -1,
+ 0,
+ 1+2+4+8+16+32
+ };
b->building.sprites.push_back( unknownBuildingSprite );
}
}