Bugfix for unit rotate (when a produced unit is built, the wrong id was used)

This commit is contained in:
Mark Vejvoda
2010-03-22 23:10:16 +00:00
parent bc868ae7b1
commit c26e924e8c

View File

@@ -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);