Fix bug with unit recruitment

This commit is contained in:
2024-02-12 18:47:12 +01:00
parent abaa778aab
commit 02a418957e
2 changed files with 4 additions and 4 deletions

View File

@@ -898,9 +898,9 @@ void imguiRender(float dt, void *userData) {
resources.wood = wood;
resources.food = food;
resources.gold = gold;
game->playerResources[game->player] = resources;
//game->playerResources[game->player] = resources;
igText("Pop: %lld", resources.pop);
igText("Pop Capacity: %lld", resources.pop);
igText("Pop Capacity: %lld", resources.popCapacity);
}
if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
for (int i = BUILDING_NONE; i < BUILDING_COUNT; i++) {

View File

@@ -397,12 +397,12 @@ void updateBuildingRecruitment(ecs_iter_t *it) {
Player player = owner[i].player;
Vector2 placePos = {
(building[i].pos.x + building[i].size.x * 0.5f) * 16.0f,
(building[i].pos.y + building->size.y + 0.5f) * 16.0f
(building[i].pos.y + building[i].size.y + 0.5f) * 16.0f
};
placePos.x += GetRandomValue(-building[i].size.x, building[i].size.x);
placePos.y += GetRandomValue(-4, 4);
for (i32 slotIdx = 0; slotIdx < info[i].numSlots; i++) {
for (i32 slotIdx = 0; slotIdx < info[i].numSlots; slotIdx++) {
BuildingRecruitSlot *slot = &info[i].slots[slotIdx];
if (slot->numRecruiting <= 0) continue;