From c26e924e8c977a554aa94a5e016d71cebc8a2773 Mon Sep 17 00:00:00 2001 From: Mark Vejvoda Date: Mon, 22 Mar 2010 23:10:16 +0000 Subject: [PATCH] Bugfix for unit rotate (when a produced unit is built, the wrong id was used) --- source/glest_game/world/unit_updater.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/source/glest_game/world/unit_updater.cpp b/source/glest_game/world/unit_updater.cpp index 2cbec433e..dccfb7532 100644 --- a/source/glest_game/world/unit_updater.cpp +++ b/source/glest_game/world/unit_updater.cpp @@ -559,8 +559,10 @@ void UnitUpdater::updateProduce(Unit *unit){ float unitRotation = -1; if(allowRotateUnits == true) { char unitKey[50]=""; - sprintf(unitKey,"%d_%d",pct->getId(),unit->getFaction()->getIndex()); + sprintf(unitKey,"%d_%d",pct->getProducedUnit()->getId(),unit->getFaction()->getIndex()); unitRotation = gui->getUnitTypeBuildRotation(unitKey); + + SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] unitKey = [%s] unitRotation = %f\n",__FILE__,__FUNCTION__,__LINE__,unitKey,unitRotation); } produced= new Unit(world->getNextUnitId(), Vec2i(0), pct->getProducedUnit(), unit->getFaction(), world->getMap(),unitRotation);