- Finally fixed the bug which prevented monsters from appearing in town.
- Attempted in vain to fix the crash when showing the Choose Custom Scenario dialog. - Cleaned out the commented code in boe.global.h. - Changed name of scen_header_type::default_ground to rating to reflect its actual use. git-svn-id: http://openexile.googlecode.com/svn/trunk@83 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -60,12 +60,11 @@ extern short terrain_pic[256],cur_town_talk_loaded;
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extern cScenario scenario;
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extern cUniverse univ;
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//extern piles_of_stuff_dumping_type *data_store;
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extern std::vector<scen_header_str_type> scen_header_strs;
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//std::vector<std::string> scen_names;
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//stored_town_maps_type town_maps;
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//extern talking_record_type talking;
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//extern outdoor_strs_type outdoor_text[2][2];
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extern std::vector<scen_header_type> scen_headers;
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cScenarioList scen_headers;
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extern ter_num_t combat_terrain[64][64];
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extern bool belt_present;
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extern bool mac_is_intel;
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@@ -1217,7 +1216,7 @@ void build_scen_headers()
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}
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index++;
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}while (err == noErr);
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if (scen_header_strs.size() == 0) { // no scens present
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if (scen_headers.size() == 0) { // no scens present
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}
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FSCloseIterator(iter);
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}
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@@ -1300,8 +1299,7 @@ bool load_scenario_header(FSRef file/*,short header_entry*/){
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scen_strs.file == "busywork.exs" */)
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return false;
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scen_headers.push_back(curScen);
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scen_header_strs.push_back(scen_strs);
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scen_headers.push_back(curScen,scen_strs);
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// for (i = 0; i < 3; i++) {
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// store = (short) scenario.scen_str_len[i];
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// len = (long) (store);
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