Fix the "pick boom" dialog used in Animage Fake Damage node
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@@ -25,7 +25,7 @@ extern cOutdoors* current_terrain;
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extern cCustomGraphics spec_scen_g;
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std::vector<pic_num_t> field_pics = {0,3,5,6,7,8,9,10,11,12,13,14,15,24,25,26,27,28,29,30,31};
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std::vector<pic_num_t> boom_pics = {0,1,2,3,4,8,16,24,32};
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std::vector<pic_num_t> boom_pics = {0,1,2,3,4};
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std::vector<pic_num_t> lgdlog_pics = {0,72};
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size_t num_strs(eStrMode str_mode) {
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@@ -210,6 +210,7 @@ pic_num_t choose_graphic(short cur_choice,ePicType g_type,cDialog* parent) {
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} else return cur_choice;
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// Now add the custom pics
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for(size_t i = 0; i < scenario.custom_graphics.size(); i++) {
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if(g_type == PIC_BOOM) break;
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if(scenario.custom_graphics[i] == g_type) {
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if(g_type == PIC_TER_MAP) {
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for(int j = 1; j <= 6; j++)
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