forked from Mirrors/openclonk
Fix earth material initialization to work when texture is given
This fixes misplaced InEarth objects when the Material= option in Scenario.txt contains a material-texture combination instead of a material only.rope
parent
e8e1c4b9d8
commit
94f552bbb8
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@ -672,10 +672,15 @@ bool C4MaterialMap::CrossMapMaterials() // Called after load
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printf("%s -> %s: %p\n", Map[cnt].Name, Map[cnt2].Name, ppReactionMap[(cnt2+1)*(Num+1) + cnt+1]->pFunc);
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#endif
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// Get hardcoded system material indices
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const C4TexMapEntry* earth_entry = ::TextureMap.GetEntry(::TextureMap.GetIndexMatTex(Game.C4S.Landscape.Material));
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if(!earth_entry)
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{ LogFatal(FormatString("Earth material \"%s\" not found!", Game.C4S.Landscape.Material).getData()); return false; }
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MVehic = Get("Vehicle"); MCVehic = Mat2PixColDefault(MVehic);
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MTunnel = Get("Tunnel");
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MWater = Get("Water");
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MEarth = Get(Game.C4S.Landscape.Material);
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MEarth = Get(earth_entry->GetMaterialName());
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if ((MVehic==MNone) || (MTunnel==MNone))
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{ LogFatal(LoadResStr("IDS_PRC_NOSYSMATS")); return false; }
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return true;
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