Fixed bug: trying to train new units with filled training queue costs money.

This commit is contained in:
johns 2000-08-13 20:02:18 +00:00
parent 47f5d7a46a
commit 93ac37b241

View file

@ -705,11 +705,14 @@ global void DoButtonButtonClicked(int button)
MustRedraw|=RedrawCursor;
}
break;
case B_Train:
type=&UnitTypes[CurrentButtons[button].Value];
// FIXME: Johns: I want to place commands in que, even if not
// FIXME: Johns: I want to place commands in queue, even if not
// FIXME: enought resources are available
if( PlayerCheckFood(ThisPlayer,type)
if( Selected[0]->Command.Data.Train.Count==MAX_UNIT_TRAIN ) {
SetMessage( "Unit training queue is full" );
} else if( PlayerCheckFood(ThisPlayer,type)
&& !PlayerCheckUnitType(ThisPlayer,type) ) {
PlayerSubUnitType(ThisPlayer,type);
SendCommandTrainUnit(Selected[0],type
@ -720,6 +723,7 @@ global void DoButtonButtonClicked(int button)
MustRedraw|=RedrawInfoPanel;
}
break;
case B_UpgradeTo:
type=&UnitTypes[CurrentButtons[button].Value];
if( !PlayerCheckUnitType(ThisPlayer,type) ) {