Outdoor specials were triggered in a boat in original BoE, so remove the workaround to prevent it.
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@@ -65,34 +65,6 @@ void cOutdoors::append(legacy::outdoor_record_type& old){
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terrain[i][j] = 38;
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}
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}
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if(scenario.ter_types[terrain[i][j]].boat_over) {
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// Try to fix specials that could be triggered while in a boat
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// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
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int found_spec = -1;
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for(int k = 0; k < 18; k++) {
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if(i == special_locs[k].x && j == special_locs[k].y) {
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found_spec = k;
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break;
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}
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}
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if(found_spec >= 0) {
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if(!unused_special_slots.empty()) {
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int found_spec_id = special_id[found_spec], use_slot = unused_special_slots.back();
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unused_special_slots.pop_back();
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cSpecial& node = specials[use_slot];
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node.type = eSpecType::IF_IN_BOAT;
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node.ex1b = -1; // any boat;
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node.ex1c = -1; // do nothing
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node.jumpto = found_spec_id; // else jump here
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special_id[found_spec] = use_slot;
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} else {
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std::stringstream sout;
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sout << "In outdoor section (" << x << ',' << y << ") at (" << i << ',' << j << "); special node ID ";
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sout << special_id[found_spec];
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giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
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}
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}
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}
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}
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for(i = 0; i < 18; i++){
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special_locs[i].x = old.special_locs[i].x;
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