Bug #556 » 0025-Correct-goverment-to-government.patch
| client/gui-qt/menu.cpp | ||
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revol_gov = game.government_during_revolution;
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for (i = 0; i < gov_count; ++i) {
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gov = government_by_number(i);
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if (gov != revol_gov) { // Skip revolution goverment
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if (gov != revol_gov) { // Skip revolution government
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// Defeat keyboard shortcut mnemonics
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action = addAction(QString(government_name_translation(gov))
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.replace("&", "&&"));
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| ... | ... | |
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revol_gov = game.government_during_revolution;
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for (i = 0, j = 0; i < gov_count; i++) {
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gov = government_by_number(i);
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if (gov != revol_gov) { // Skip revolution goverment
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if (gov != revol_gov) { // Skip revolution government
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sprite = get_government_sprite(tileset, gov);
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if (sprite != NULL) {
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actions[j + 1]->setIcon(QIcon(*(sprite->pm)));
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| client/gui-sdl2/dialogs.c | ||
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/* ==================== Public ========================= */
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/**************************************************************************
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Select Goverment Type
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Select Government Type
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**************************************************************************/
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static struct small_dialog *gov_dlg = NULL;
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| client/gui-sdl2/gui_id.h | ||
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ID_CHANGE_TAXRATE_DLG_TAX_BLOCK_CHECKBOX,
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ID_CHANGE_TAXRATE_DLG_LUX_BLOCK_CHECKBOX,
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ID_CHANGE_TAXRATE_DLG_SCI_BLOCK_CHECKBOX,
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ID_CHANGE_TAXRATE_DLG_GOVERMENT_LABEL,
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ID_CHANGE_TAXRATE_DLG_GOVERNMENT_LABEL,
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ID_CHANGE_TAXRATE_DLG_OK_BUTTON,
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ID_CHANGE_TAXRATE_DLG_CANCEL_BUTTON,
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ID_SCIENCE_DLG_WINDOW,
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| server/unittools.c | ||
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}
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/**********************************************************************//**
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Does: 1) updates the unit's homecity and the city it enters/leaves (the
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city's happiness varies). This also takes into account when the
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unit enters/leaves a fortress.
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Does: 1) updates the unit's homecity and the city it enters/leaves
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(the city's happiness varies). This also takes into account when
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the unit enters/leaves a fortress.
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2) updates adjacent cities' unavailable tiles.
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FIXME: Sometimes it is not necessary to send cities because the goverment
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doesn't care whether a unit is away or not.
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FIXME: Sometimes it is not necessary to send cities because
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the government doesn't care whether a unit is away or not.
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**************************************************************************/
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static bool unit_move_consequences(struct unit *punit,
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struct tile *src_tile,
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