First small patch in data.c fix 1 issue.
Submit again patch for oil health bar fix.
Next patch fix (avoid) bug #9235 (maybe others also).
Shadows for wall are not correct, but this small price to pay 
instead of crashing out of game. Code is just comment out, until 
you devs decide what best way to fix using static local vars.  I 
have no heard any response when ask.  I think it better to do this 
then crash in game when read details on #9235.
Next small patch fix Vector3i use instead of Vector3f.  Both 
parameters is Vector3f. 





Index: data.c
===================================================================
--- data.c      (revision 1591)
+++ data.c      (working copy)
@@ -932,8 +932,10 @@
        }
        if (Tpage->Palette != NULL)
                free(Tpage->Palette);
+                
 
        free(Tpage);
+       Tpage=NULL;
 }
 
 
Index: display3d.c
===================================================================
--- display3d.c (revision 1591)
+++ display3d.c (working copy)
@@ -1522,7 +1522,8 @@
                        psComp->orientation.y = vecRot.y;
                        psComp->orientation.z = vecRot.z;
 
-                       renderAnimComponent( psComp );
+                       bucketAddTypeToList( RENDER_ANIMATION, psComp );//This 
needed 
to correctly draw ANIM frame.
+//                     renderAnimComponent( psComp );//we no want to draw base 
on 
position!
                }
        }
 }
@@ -2430,9 +2431,9 @@
        UDWORD                  buildingBrightness, specular;
        // HACK to be able to use static shadows for walls
        // We just store a separate IMD for each direction
        static iIMDShape otherDirections[3];
        static BOOL directionSet[3] = {FALSE, FALSE, FALSE};
-       iIMDShape *originalDirection;
+       iIMDShape *originalDirection=NULL;
 
 
        if(psStructure->visible[selectedPlayer] || godMode || 
demoGetStatus())
@@ -2533,6 +2534,7 @@
                temp = imd->points;
 
                // now check if we need to apply the wall hack
+/*
                if ( psStructure->direction > 0 && psStructure->pStructureType-
>type == REF_WALL )
                {
                        // switch them
@@ -2546,7 +2548,7 @@
                                directionSet[(int)psStructure->direction / 90 - 
1] = TRUE;
                        }
                }
-
+*/
                flattenImd(imd, structX, structY, psStructure->direction );
 
                /* Actually render it */
@@ -3984,7 +3986,7 @@
        ASSERT( imd->npoints < iV_IMD_MAX_POINTS, "flattenImd: too many 
points in the PIE to flatten it" );
 
        /* Get a copy of the points */
-       memcpy(alteredPoints, imd->points, imd->npoints * 
sizeof(Vector3i));
+       memcpy(alteredPoints, imd->points, imd->npoints * 
sizeof(Vector3f));//was Vector3i
 
        /* Get the height of the centre point for reference */
        centreHeight = map_Height(structX,structY);

--
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