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Bug #503 » 0041-Correct-erronously-to-erroneously.patch

S3_2, S3_1 - Marko Lindqvist, 04/25/2024 08:41 PM

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client/control.c
}
/**********************************************************************//**
Sets the focus unit directly. The unit given will be given the
Sets the focus unit directly. The unit given will be given the
focus; if NULL the focus will be cleared.
This function is called for several reasons. Sometimes a fast-focus
happens immediately as a result of a client action. Other times it
This function is called for several reasons. Sometimes a fast-focus
happens immediately as a result of a client action. Other times it
happens because of a server-sent packet that wakes up a unit.
**************************************************************************/
void unit_focus_set(struct unit *punit)
......
return;
}
/* FIXME: this won't work quite right; for instance activating a
* battlegroup twice in a row will store the focus erronously. The only
/* FIXME: This won't work quite right; for instance activating a
* battlegroup twice in a row will store the focus erroneously. The only
* solution would be a set_units_focus() */
if (!(get_num_units_in_focus() == 1
&& punit == head_of_units_in_focus())) {
common/map.c
imap->startpos_table = NULL;
imap->iterate_outwards_indices = NULL;
/* The [xy]size values are set in map_init_topology. It is initialized
* to a non-zero value because some places erronously use these values
/* The [xy]size values are set in map_init_topology. It is initialized
* to a non-zero value because some places erroneously use these values
* before they're initialized. */
imap->xsize = MAP_DEFAULT_LINEAR_SIZE;
imap->ysize = MAP_DEFAULT_LINEAR_SIZE;
doc/HACKING
Isometric tilesets are drawn in a similar way to how civ2 draws (that's
why civ2 graphics are compatible). For each base terrain type there
exists one tile sprite for that terrain. The tile is blended with
nearby tiles to get a nice-looking boundary. This is erronously called
nearby tiles to get a nice-looking boundary. This is erroneously called
"dither" in the code.
Non-isometric tilesets draw the tiles in the "original" freeciv way,
(2-2/2)