Correct initialisation of FIGH

This commit is contained in:
Simon Robertshaw 2012-09-14 22:23:35 +01:00
parent 486b34ebe5
commit 5b9032fb3f

View File

@ -81,30 +81,33 @@ int Simulation::Load(int fullX, int fullY, GameSave * save)
elementCount[tempPart.type]++;
}
if (tempPart.type == PT_STKM)
if (parts[i].type == PT_STKM)
{
Element_STKM::STKM_init_legs(this, &player, i);
player.spwn = 1;
player.elem = PT_DUST;
}
else if (tempPart.type == PT_STKM2)
else if (parts[i].type == PT_STKM2)
{
Element_STKM::STKM_init_legs(this, &player2, i);
player2.spwn = 1;
player2.elem = PT_DUST;
}
else if (tempPart.type == PT_FIGH)
else if (parts[i].type == PT_FIGH)
{
//TODO: 100 should be replaced with a macro
unsigned char fcount = 0;
while (fcount < 100 && fcount < (fighcount+1) && fighters[fcount].spwn==1) fcount++;
if (fcount < 100 && fighters[fcount].spwn==0)
for(int fcount = 0; fcount < 100; fcount++)
{
tempPart.tmp = fcount;
fighters[fcount].spwn = 1;
fighters[fcount].elem = PT_DUST;
fighcount++;
Element_STKM::STKM_init_legs(this, &(fighters[fcount]), i);
if(!fighters[fcount].spwn)
{
fighcount++;
//currentPart.tmp = fcount;
parts[i].tmp = fcount;
fighters[fcount].spwn = 1;
fighters[fcount].elem = PT_DUST;
Element_STKM::STKM_init_legs(this, &(fighters[fcount]), i);
break;
}
}
}
}