Fixed bug: Building buildings with 0 build time, dumps core. division by zero.
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5261117c78
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2 changed files with 12 additions and 2 deletions
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@ -569,7 +569,11 @@
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<LI>Some more menu code for network menus - unfinished yet.
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<LI>Some more menu code for network menus - unfinished yet.
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<LI>Let the AI workers only harvest reachable trees. (very great
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<LI>Let the AI workers only harvest reachable trees. (very great
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performance increase.)
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performance increase.)
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<LI>Made icons configurable.
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<LI>Made icons configurable (with CCL FreeCraft configuration language).
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<LI>Made buttons configurable (with CCL FreeCraft configuration language).
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<LI>Removed old command code, only the new order code is now present.
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<LI>Fixed bug: Attacking walls broken with new orders.
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<LI>Fixed bug: Building buildings with 0 build time, dumps core. (/0)
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<LI>+++
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<LI>+++
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<LI>TODO: Fixed bug: Unit does not return to starting point, if attacking.
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<LI>TODO: Fixed bug: Unit does not return to starting point, if attacking.
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</UL>
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</UL>
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@ -154,7 +154,13 @@ global void HandleActionBuild(Unit* unit)
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build->Data.Builded.Sum=0; // FIXME: Is it necessary?
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build->Data.Builded.Sum=0; // FIXME: Is it necessary?
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build->Data.Builded.Val=stats->HitPoints;
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build->Data.Builded.Val=stats->HitPoints;
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n=(stats->Costs[TimeCost]*FRAMES_PER_SECOND/6)/(SpeedBuild*5);
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n=(stats->Costs[TimeCost]*FRAMES_PER_SECOND/6)/(SpeedBuild*5);
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build->Data.Builded.Add=stats->HitPoints/n;
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if( n ) {
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build->Data.Builded.Add=stats->HitPoints/n;
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} else { // No build time pops-up?
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build->Data.Builded.Add=stats->HitPoints;
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// This checks if the value fits in the data type
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DebugCheck( build->Data.Builded.Add!=stats->HitPoints );
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}
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build->Data.Builded.Sub=n;
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build->Data.Builded.Sub=n;
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build->Data.Builded.Cancel=0; // FIXME: Is it necessary?
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build->Data.Builded.Cancel=0; // FIXME: Is it necessary?
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build->Data.Builded.Worker=unit;
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build->Data.Builded.Worker=unit;
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