From f96ba155a1716590efde7a1b0cef526801aec7cd Mon Sep 17 00:00:00 2001 From: past-due <30942300+past-due@users.noreply.github.com> Date: Sat, 27 Apr 2024 16:55:10 -0400 Subject: [PATCH] Fix: Call setAssemblyPoint with bCheck=false when loading saved structures To ensure that the structure receives the assembly point location that was in the save. (Issues could arise for saved games where structures existed beyond the scroll limits - for example, in a custom campaign where the map is gradually expanded in response to events.) --- src/game.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/game.cpp b/src/game.cpp index b24dae91815..d5268bb3ece 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -6248,7 +6248,7 @@ static bool loadSaveStructure2(const char *pFileName) if (ini.contains("Factory/assemblyPoint/pos")) { Position point = ini.vector3i("Factory/assemblyPoint/pos"); - setAssemblyPoint(psFactory->psAssemblyPoint, point.x, point.y, player, true); + setAssemblyPoint(psFactory->psAssemblyPoint, point.x, point.y, player, false); psFactory->psAssemblyPoint->selected = ini.value("Factory/assemblyPoint/selected", false).toBool(); } if (ini.contains("Factory/assemblyPoint/number")) @@ -6323,7 +6323,7 @@ static bool loadSaveStructure2(const char *pFileName) if (ini.contains("Repair/deliveryPoint/pos")) { Position point = ini.vector3i("Repair/deliveryPoint/pos"); - setAssemblyPoint(psRepair->psDeliveryPoint, point.x, point.y, player, true); + setAssemblyPoint(psRepair->psDeliveryPoint, point.x, point.y, player, false); psRepair->psDeliveryPoint->selected = ini.value("Repair/deliveryPoint/selected", false).toBool(); } break;