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# Updates to the tech system, and bug fixes.
Techs: Made a separate list of technologies for every player, rather than array fields in CTechnology. This also involved changing the tech-related JS functions. Bugs: - PS_MAX_PLAYERS should be 8 (the way it's used for array sizes, etc indicates that it's the maximum possible number of players ever, but it used to be 6 while the game had 8 players). - When you changed a CJSSharedProperty that was inherited, m_Inherited was set to false, so it was no longer inherited by subsequent entities you created. They got initialized to garbage values as a result. This was SVN commit r4138.
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@@ -44,7 +44,7 @@ CWorld::CWorld(CGame *pGame):
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void CWorld::Initialize(CGameAttributes *pAttribs)
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{
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// TODO: Find a better way of handling these global things
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ONCE(RegMemFun(CEntityTemplateCollection::GetSingletonPtr(), &CEntityTemplateCollection::loadTemplates, L"LoadTemplates", 15));
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ONCE(RegMemFun(CEntityTemplateCollection::GetSingletonPtr(), &CEntityTemplateCollection::loadTemplates, L"loadTemplates", 15));
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// Load the map, if one was specified
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if (pAttribs->m_MapFile.Length())
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