Fixed Construction sites moving containers into them, instead of their contents.

rope
Bernhard Bonigl 2012-04-14 23:16:17 +02:00
parent 75ec1ed63c
commit a56c684a19
1 changed files with 5 additions and 2 deletions

View File

@ -182,11 +182,12 @@ func FxControlConstructionPreviewControl(object clonk, effect, int ctrl, int x,
return true;
}
func FxControlConstructionPreviewStop(object target, effect, int reason, bool temp)
func FxControlConstructionPreviewStop(object clonk, effect, int reason, bool temp)
{
if (temp) return;
effect.preview->RemoveObject();
SetPlayerControlEnabled(clonk->GetOwner(), CON_Aim, false);
}
/* Construction */
@ -234,7 +235,9 @@ func CreateConstructionSite(object clonk, id structure_id, int x, int y)
// 2. look for stuff lying around
mat[1] = clonk->FindObjects(Find_ID(comp), Find_NoContainer(), Find_InRect(-w/2, -h/2, w,h));
// 3. look for stuff in nearby lorries/containers
mat[2] = clonk->FindObjects(Find_Or(Find_Func("IsLorry"), Find_Func("IsContainer")), Find_InRect(-w/2, -h/2, w,h));
var i = 2;
for(var cont in clonk->FindObjects(Find_Or(Find_Func("IsLorry"), Find_Func("IsContainer")), Find_InRect(-w/2, -h/2, w,h)))
mat[i] = FindObjects(Find_ID(comp), Find_Container(cont));
// move it
for(var mat2 in mat)
{