Numerous changes to terrain and trim. The changes to the scneario editor work as expected.
- New way of drawing walkway (doesn't work yet) - New way of drawing roads (doesn't yet work correctly) - New way of drawing trim (not tested yet) - New way of handling marked specials (works in editor but not in game) - New way of handling two-space rubble in the editor (works as expected) - Merged several terrain special properties - Deprecated several terrain graphics - Completed (probably) the import & convert code for old-format terrain - Probably other things that I have forgotten that have something to do with terrain - A few other little things, bugfixes, etc git-svn-id: http://openexile.googlecode.com/svn/trunk@56 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -355,12 +355,12 @@ void put_item_screen(short screen_num,short suppress_buttons)
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////
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if (!ADVEN[pc].items[i_num].is_ident())
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sprintf((char *) to_draw, "%s ",ADVEN[pc].items[i_num].name);
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sprintf((char *) to_draw, "%s ",ADVEN[pc].items[i_num].name.c_str());
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else { /// Don't place # of charges when Sell button up and space tight
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if ((ADVEN[pc].items[i_num].charges > 0) && (ADVEN[pc].items[i_num].type != 2)
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&& (stat_screen_mode <= 1))
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sprintf((char *) to_draw, "%s (%d)",ADVEN[pc].items[i_num].full_name,ADVEN[pc].items[i_num].charges);
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else sprintf((char *) to_draw, "%s",ADVEN[pc].items[i_num].full_name);
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sprintf((char *) to_draw, "%s (%d)",ADVEN[pc].items[i_num].full_name.c_str(),ADVEN[pc].items[i_num].charges);
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else sprintf((char *) to_draw, "%s",ADVEN[pc].items[i_num].full_name.c_str());
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}
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dest_rect.left -= 2;
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win_draw_string( item_stats_gworld,dest_rect,to_draw,0,10,false);
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