Make the [item] visible_in_fog= attribute default to...
...'yes' instead of 'no'.
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3 changed files with 5 additions and 3 deletions
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@ -18,9 +18,11 @@ Version 1.5.8+svn:
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* Fix clients not agreeing on remaining movepoints (bug #12467)
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* Fix summoning of other players recruit list on turn 1 (bug #12783)
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* Fix [item] overlays with visible_in_fog=yes magically becoming
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visible_in_fog=no (the default for a missing attribute) when loading
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visible_in_fog=no (the former default for a missing attribute) when loading
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saved games - because the game was looking for a fogged= attribute
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instead on loading.
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* Made [item] overlays always default to visible_in_fog=yes if not
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specified.
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Version 1.5.8:
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* Campaigns:
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@ -1700,7 +1700,7 @@ namespace {
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const std::string img = cfg["image"];
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const std::string halo = cfg["halo"];
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const std::string team_name = cfg["team_name"];
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const bool visible_in_fog = utils::string_bool(cfg["visible_in_fog"],false);
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const bool visible_in_fog = utils::string_bool(cfg["visible_in_fog"],true);
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assert(state_of_game != NULL);
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if(!img.empty() || !halo.empty()) {
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(screen)->add_overlay(loc, img, halo, team_name, visible_in_fog);
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@ -254,7 +254,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(const std::vector<config*>& st
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// Find a list of 'items' (i.e. overlays) on the level, and add them
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const config::child_list& overlays = level_.get_children("item");
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for(config::child_list::const_iterator overlay = overlays.begin(); overlay != overlays.end(); ++overlay) {
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gui_->add_overlay(map_location(**overlay, game_events::get_state_of_game()), (**overlay)["image"], (**overlay)["halo"], (**overlay)["team_name"], utils::string_bool((**overlay)["visible_in_fog"], false));
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gui_->add_overlay(map_location(**overlay, game_events::get_state_of_game()), (**overlay)["image"], (**overlay)["halo"], (**overlay)["team_name"], utils::string_bool((**overlay)["visible_in_fog"], true));
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}
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// Read sound sources
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