August 12th Hotfix
Includes fix for infinite loop in FootClass::Detach
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9 changed files with 38 additions and 10 deletions
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@ -302,6 +302,8 @@ class DLLExportClass {
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static int CurrentDrawCount;
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static int TotalObjectCount;
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static int SortOrder;
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static int ExportLayer;
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static CNCObjectListStruct *ObjectList;
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static CNC_Event_Callback_Type EventCallback;
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@ -346,6 +348,7 @@ class DLLExportClass {
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int DLLExportClass::CurrentDrawCount = 0;
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int DLLExportClass::TotalObjectCount = 0;
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int DLLExportClass::SortOrder = 0;
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int DLLExportClass::ExportLayer = 0;
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CNCObjectListStruct *DLLExportClass::ObjectList = NULL;
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SidebarGlyphxClass DLLExportClass::MultiplayerSidebars [MAX_PLAYERS];
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uint64 DLLExportClass::GlyphxPlayerIDs[MAX_PLAYERS] = {0xffffffffl};
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@ -1109,6 +1112,8 @@ void GlyphX_Assign_Houses(void)
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strncpy(housep->IniName, Text_String(TXT_COMPUTER), HOUSE_NAME_MAX);
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housep->IQ = Rule.MaxIQ;
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//housep->Control.TechLevel = _build_tech[BuildLevel];
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} else {
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housep->IQ = 0;
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}
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@ -3313,7 +3318,11 @@ void DLLExportClass::DLL_Draw_Intercept(int shape_number, int x, int y, int widt
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new_object.CNCInternalObjectPointer = (void*)object;
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new_object.OccupyListLength = 0;
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new_object.SortOrder = SortOrder++;
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if (CurrentDrawCount == 0) {
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new_object.SortOrder = (ExportLayer << 29) + (object->Sort_Y() >> 3);
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} else {
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new_object.SortOrder = ObjectList->Objects[TotalObjectCount].SortOrder + CurrentDrawCount;
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}
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strncpy(new_object.TypeName, object->Class_Of().IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
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@ -3700,6 +3709,8 @@ bool DLLExportClass::Get_Layer_State(uint64 player_id, unsigned char *buffer_in,
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*/
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for (int layer = 0; layer < DLL_LAYER_COUNT; layer++) {
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ExportLayer = layer;
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for (int index = 0; index < Map.Layer[layer].Count(); index++) {
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ObjectClass *object = Map.Layer[layer][index];
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