A better fix for the unit_type problems.
Unlike the last one it does not break help and also fixes creating units in debug mode.
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2 changed files with 9 additions and 4 deletions
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@ -971,6 +971,8 @@ const unit_types_preview_pane::details unit_types_preview_pane::get_details() co
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if (t==NULL)
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return det;
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unit_type_data::instance().unit_types.build_unit_type(t->id(), unit_type::WITHOUT_ANIMATIONS);
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std::string mod = "~RC(" + t->flag_rgb() + ">" + team::get_side_colour_index(side_) + ")";
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det.image = image::get_image(t->image()+mod);
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@ -917,9 +917,6 @@ void unit_type_data::set_config(const config& cfg)
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increment_set_config_progress();
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}
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//Add dummy unit
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unit_types.insert(std::pair<const std::string,unit_type>("dummy_unit",unit_type()));
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unsigned base_unit_count = 0;
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for(i = cfg.child_range("unit_type"); i.first != i.second; ++i.first)
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{
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@ -1030,7 +1027,13 @@ unit_type_data::unit_type_map::const_iterator unit_type_data::unit_type_factory:
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//This might happen if units of another era are requested (for example for savegames)
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if (itor == types_.end()){
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return types_.find("dummy_unit");
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itor == types_.find("dummy_unit");
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if (itor != types_.end())
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return itor;
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else{
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types_.insert(std::pair<std::string, unit_type>("dummy_unit", unit_type()) );
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return types_.find("dummy_unit");
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}
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}
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//check if the unit_type is constructed and build it if necessary
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