Fix some paths, notably in includes of the terrain-graphics directory.
These inclusions were redundant to the C++ code, which pulls that file in early in the process of interpreting the WML tree. But they're actually needed by tools like wmlunits that don't start with the topmost _main.cfg.
This commit is contained in:
parent
a1eb8a2c53
commit
6ab91803ef
5 changed files with 8 additions and 4 deletions
|
@ -1,4 +1,6 @@
|
|||
# Door-related terrain and macros ########################################
|
||||
{core/terrain-graphics/}
|
||||
|
||||
[terrain]
|
||||
symbol_image=flat/road
|
||||
id=door
|
||||
|
@ -10,4 +12,4 @@
|
|||
recruit_from=false
|
||||
editor_group=did
|
||||
[/terrain]
|
||||
{TERRAIN_BASE xx flat/road}
|
||||
{TERRAIN_BASE xx flat/road}
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
aliasof=Xu
|
||||
[/terrain]
|
||||
|
||||
{terrain-graphics}
|
||||
{core/terrain-graphics/}
|
||||
{TERRAIN_BASE Xzga flat/road}
|
||||
|
||||
[scenario]
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#textdomain wesnoth-utbs
|
||||
# Special terrains I use in the UTBS maps
|
||||
|
||||
{core/terrain-graphics/}
|
||||
|
||||
# dark tile terrain
|
||||
# for this to work for some reason it has to be on the top of the list
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
# A supplementary terrain-graphics file
|
||||
# which is supposed to help with transitions
|
||||
|
||||
{terrain-graphics}
|
||||
{core/terrain-graphics/}
|
||||
{./adjacent_custom.cfg}
|
||||
|
||||
# These three take care that no transitions of dirt, road etc are drawn over the
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
{core/units/undead/}
|
||||
{core/units/wose/}
|
||||
{core/units/fake/}
|
||||
{~units}
|
||||
{~units/}
|
||||
|
||||
#traits that are common to all races and units
|
||||
{TRAIT_STRONG}
|
||||
|
|
Loading…
Add table
Reference in a new issue