Bug #503 » 0041-Correct-erronously-to-erroneously.patch
client/control.c | ||
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}
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/**********************************************************************//**
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Sets the focus unit directly. The unit given will be given the
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Sets the focus unit directly. The unit given will be given the
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focus; if NULL the focus will be cleared.
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This function is called for several reasons. Sometimes a fast-focus
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happens immediately as a result of a client action. Other times it
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This function is called for several reasons. Sometimes a fast-focus
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happens immediately as a result of a client action. Other times it
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happens because of a server-sent packet that wakes up a unit.
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**************************************************************************/
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void unit_focus_set(struct unit *punit)
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... | ... | |
return;
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}
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/* FIXME: this won't work quite right; for instance activating a
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* battlegroup twice in a row will store the focus erronously. The only
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/* FIXME: This won't work quite right; for instance activating a
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* battlegroup twice in a row will store the focus erroneously. The only
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* solution would be a set_units_focus() */
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if (!(get_num_units_in_focus() == 1
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&& punit == head_of_units_in_focus())) {
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common/map.c | ||
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imap->startpos_table = NULL;
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imap->iterate_outwards_indices = NULL;
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/* The [xy]size values are set in map_init_topology. It is initialized
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* to a non-zero value because some places erronously use these values
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/* The [xy]size values are set in map_init_topology. It is initialized
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* to a non-zero value because some places erroneously use these values
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* before they're initialized. */
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imap->xsize = MAP_DEFAULT_LINEAR_SIZE;
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imap->ysize = MAP_DEFAULT_LINEAR_SIZE;
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doc/HACKING | ||
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Isometric tilesets are drawn in a similar way to how civ2 draws (that's
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why civ2 graphics are compatible). For each base terrain type there
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exists one tile sprite for that terrain. The tile is blended with
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nearby tiles to get a nice-looking boundary. This is erronously called
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nearby tiles to get a nice-looking boundary. This is erroneously called
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"dither" in the code.
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Non-isometric tilesets draw the tiles in the "original" freeciv way,
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