At least it compiles.
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9d6c6fb682
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2 changed files with 4 additions and 4 deletions
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@ -179,7 +179,7 @@ local int AiFindBuildingPlace2(const Unit * worker, const UnitType * type,
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//
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// Look if we can build at current place.
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//
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if (CanBuildUnitType(worker, type, x, y) &&
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if (CanBuildUnitType(worker, type, x, y, 1) &&
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(/*!flag || */AiCheckSurrounding(worker, type, x, y, flag))) {
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*dx = x;
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*dy = y;
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@ -232,7 +232,7 @@ local int AiFindBuildingPlace2(const Unit * worker, const UnitType * type,
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//
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// Look if we can build here.
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//
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if (CanBuildUnitType(worker, type, x, y) &&
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if (CanBuildUnitType(worker, type, x, y, 1) &&
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(/*!flag ||*/ AiCheckSurrounding(worker, type, x, y, flag))) {
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*dx = x;
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*dy = y;
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@ -1269,7 +1269,7 @@ local void EditorCallbackButtonDown(unsigned button __attribute__ ((unused)))
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if (EditorState == EditorEditUnit && CursorBuilding) {
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if (CanBuildUnitType(NULL, CursorBuilding,
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Viewport2MapX(TheUI.MouseViewport, CursorX),
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Viewport2MapY(TheUI.MouseViewport, CursorY))) {
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Viewport2MapY(TheUI.MouseViewport, CursorY), 1)) {
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PlayGameSound(GameSounds.PlacementSuccess.Sound,
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MaxSampleVolume);
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EditUnit(Viewport2MapX(TheUI.MouseViewport,CursorX),
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@ -1572,7 +1572,7 @@ local void EditorCallbackMouse(int x, int y)
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if (!UnitPlacedThisPress) {
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if (CanBuildUnitType(NULL, CursorBuilding,
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Viewport2MapX(TheUI.SelectedViewport, CursorX),
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Viewport2MapY(TheUI.SelectedViewport, CursorY))) {
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Viewport2MapY(TheUI.SelectedViewport, CursorY), 1)) {
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EditUnit(Viewport2MapX(TheUI.SelectedViewport, CursorX),
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Viewport2MapY(TheUI.SelectedViewport, CursorY),
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CursorBuilding, Players + SelectedPlayer);
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