element palette converts elements stored in .ctype and .tmp when needed, fixes #105
This commit is contained in:
parent
c15ab822a9
commit
1f1062408c
@ -57,6 +57,7 @@ int Simulation::Load(int fullX, int fullY, GameSave * save)
|
||||
for(std::vector<GameSave::PaletteItem>::iterator iter = save->palette.begin(), end = save->palette.end(); iter != end; ++iter)
|
||||
{
|
||||
GameSave::PaletteItem pi = *iter;
|
||||
//This makes it only apply to lua elements (greater than the default number of elements), because if not it glitches for default elements when they change name
|
||||
if(pi.second >= DEFAULT_PT_NUM && pi.second < PT_NUM)
|
||||
{
|
||||
int myId = 0;//pi.second;
|
||||
@ -87,6 +88,17 @@ int Simulation::Load(int fullX, int fullY, GameSave * save)
|
||||
if (!elements[tempPart.type].Enabled)
|
||||
continue;
|
||||
|
||||
if (tempPart.ctype > 0 && tempPart.ctype < PT_NUM)
|
||||
if (tempPart.type == PT_CLNE || tempPart.type == PT_PCLN || tempPart.type == PT_BCLN || tempPart.type == PT_PBCN || tempPart.type == PT_STOR || tempPart.type == PT_CONV || tempPart.type == PT_STKM || tempPart.type == PT_STKM2 || tempPart.type == PT_FIGH || tempPart.type == PT_LAVA || tempPart.type == PT_SPRK || tempPart.type == PT_PSTN || tempPart.type == PT_CRAY)
|
||||
{
|
||||
tempPart.ctype = partMap[tempPart.ctype];
|
||||
}
|
||||
if (tempPart.tmp > 0 && tempPart.tmp < PT_NUM)
|
||||
if (tempPart.type == PT_PIPE || tempPart.type == PT_PPIP)
|
||||
{
|
||||
tempPart.tmp = partMap[tempPart.tmp];
|
||||
}
|
||||
|
||||
if(r = pmap[y][x])
|
||||
{
|
||||
//Replace existing
|
||||
|
Loading…
Reference in New Issue
Block a user