Address bug #11197...
...([unit] spawning of Elvish Druid et al doesn't set genders properly). This fix should be backported to 1.4.
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2 changed files with 4 additions and 3 deletions
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@ -9,10 +9,11 @@ Version 1.5.0-svn:
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movetypes. Note! This will create compatibility issues with UMC
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that relies on a grassland= in a movetype or [defense] tag to also
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set stats for roads.
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* miscellaneous and bug fixes:
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* remove an ancient wml update program which has been obsoleted by wmllint
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* added the boost regex dependency
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* added the sdl-ttf dependency
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* default gender selection now works correctly for units with
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only a female variant. Fixes bug #11197.
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Version 1.4:
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* language and i18n:
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@ -1174,7 +1174,7 @@ void unit::read(const config& cfg, bool use_traits, game_state* state)
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max_experience_ = lexical_cast_default<int>(cfg["max_experience"]);
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/* */
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if(utils::string_bool(cfg_["random_gender"], false)) {
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if(cfg["gender"].empty()) {
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const game_data::unit_type_map::const_iterator ut = gamedata_->unit_types.find(cfg["type"]);
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//! @todo FIXME shadowmaster: in my opinion, the following condition check
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//! should be done earlier in this function as it is repated later for other
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@ -1184,7 +1184,7 @@ void unit::read(const config& cfg, bool use_traits, game_state* state)
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//! the config obj. Not sure if that would be wanted; can the engine handle units
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//! that don't have an equivalent unit_type obj associated?
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if (ut != gamedata_->unit_types.end())
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gender_ = generate_gender(ut->second, true, state);
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gender_ = generate_gender(ut->second, utils::string_bool(cfg_["random_gender"], false), state);
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else
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ERR_UT << "no valid unit_type found for unit WML id \"" << cfg["type"] << "\"!\n";
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} else {
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