Refactored scroll dimensions, fixed a crash were you would click on non existent tiles, editor now displays splash initially until you do new scenario or load a existing one.

This commit is contained in:
Justin Marshall
2020-07-17 20:17:49 -07:00
parent c48fc9723a
commit 8353b2c1dd
12 changed files with 103 additions and 21 deletions
+1 -7
View File
@@ -1309,17 +1309,11 @@ bool Select_Game(bool fade)
PlayerPtr = HouseClass::As_Pointer(HOUSE_SPAIN);
PlayerPtr->IsHuman = true;
Base.House = HOUSE_USSR;
//LastHouse = HOUSE_GOOD;
Fill_In_Data();
//Size_Map(-1, -1, 30, 30);
Scen.Waypoint[WAYPT_REINF] = XY_Cell(Map.MapCellX + Map.MapCellWidth / 2, Map.MapCellY + Map.MapCellHeight / 2);
Scen.Waypoint[WAYPT_HOME] = XY_Cell(Map.MapCellX + Map.MapCellWidth / 2, Map.MapCellY + Map.MapCellHeight / 2);
// (*this)[TacticalCoord].IsWaypoint = 1;
Map.Flag_Cell(Coord_Cell(Map.TacticalCoord));
Map.Set_Tactical_Position(Cell_Coord(Scen.Waypoint[WAYPT_HOME] - (MAP_CELL_W * 4 * RESFACTOR) - (5 * RESFACTOR)));
Go_Editor(true);
process = false;
Debug_SkipBriefing = true;
Debug_RenderEditorSplash = true;
#else
Theme.Fade_Out();