Fix mixed EOL (\n, \r\n)

fix small bugs
This commit is contained in:
joris 2012-02-19 09:59:01 +01:00
parent f8aff0f96d
commit 0cc04664b6
4 changed files with 17 additions and 14 deletions

View file

@ -209,7 +209,7 @@ static void MoveToTarget(CUnit &unit)
COrderPtr order = unit.CurrentOrder();
if (err == 0 && !order->HasGoal()) {
// Check if we're in range when attacking a location and we are waiting
if (unit.MapDistanceTo(order->goalPos.x, order->goalPos.y) <
if (unit.MapDistanceTo(order->goalPos.x, order->goalPos.y) <=
unit.Stats->Variables[ATTACKRANGE_INDEX].Max) {
err = PF_REACHED;
}

View file

@ -555,9 +555,7 @@ void HandleActionBuilt(COrder& order, CUnit &unit)
// Set to Zero as it's part of a union
memset(&unit.CurrentOrder()->Data, 0, sizeof(unit.CurrentOrder()->Data));
// Has StartingResources, Use those
if (type->StartingResources) {
unit.ResourcesHeld = type->StartingResources;
}
unit.ResourcesHeld = type->StartingResources;
}
unit.Player->Notify(NotifyGreen, unit.tilePos.x, unit.tilePos.y,

View file

@ -1073,7 +1073,7 @@ extern CUnit *CanBuildHere(const CUnit *unit, const CUnitType &type, const Vec2i
extern bool CanBuildOn(const Vec2i &pos, int mask);
/// FIXME: more docu
extern CUnit *CanBuildUnitType(const CUnit *unit, const CUnitType &type, const Vec2i &pos, int real);
/// Get the suitable animation frame depends of unit's damaged type.
/// Get the suitable animation frame depends of unit's damaged type.
extern int ExtraDeathIndex(const char *death);
/// Find resource

View file

@ -342,6 +342,9 @@ void CUnit::Init(CUnitType &type)
Active = 1;
Removed = 1;
// Has StartingResources, Use those
this->ResourcesHeld = type.StartingResources;
Rs = MyRand() % 100; // used for fancy buildings and others
Assert(Orders.empty());
@ -962,14 +965,16 @@ void UnitLost(CUnit &unit)
//
// Call back to AI, for killed or lost units.
//
if (player && player->AiEnabled) {
AiUnitKilled(unit);
} else {
//
// Remove unit from its groups
//
if (unit.GroupId) {
RemoveUnitFromGroups(unit);
if (Editor.Running == EditorNotRunning){
if (player && player->AiEnabled) {
AiUnitKilled(unit);
} else {
//
// Remove unit from its groups
//
if (unit.GroupId) {
RemoveUnitFromGroups(unit);
}
}
}
@ -2496,7 +2501,7 @@ CUnit *UnitFindResource(const CUnit &unit, const Vec2i &startPos, int range, int
// Look if there is a mine
//
if ((mine = res_finder.Find(Map.Field(pos))) &&
mine->Type->CanHarvest &&
mine->Type->CanHarvest && mine->ResourcesHeld &&
(resinfo.HarvestFromOutside ||
mine->Player->Index == PlayerMax - 1 ||
mine->Player == unit.Player ||