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Fixed wall gate flickering when in construction state #4140

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Dec 8, 2024
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2 changes: 1 addition & 1 deletion src/hci.cpp
Original file line number Diff line number Diff line change
@@ -1714,7 +1714,6 @@ INT_RETVAL intRunWidgets()

if (psBuilding->type == REF_DEMOLISH)
{
STRUCTURE tmp(0, selectedPlayer);
MAPTILE *psTile = mapTile(map_coord(pos.x), map_coord(pos.y));
FEATURE *psFeature = (FEATURE *)psTile->psObject;
STRUCTURE *psStructure = (STRUCTURE *)psTile->psObject;
@@ -1733,6 +1732,7 @@ INT_RETVAL intRunWidgets()
{
STRUCTURE tmp(generateNewObjectId(), selectedPlayer);
STRUCTURE *psStructure = &tmp;
tmp.state = SAS_NORMAL;
tmp.pStructureType = (STRUCTURE_STATS *)psPositionStats;
tmp.pos = {pos.x, pos.y, map_Height(pos.x, pos.y) + world_coord(1) / 10};

1 change: 1 addition & 0 deletions src/structure.cpp
Original file line number Diff line number Diff line change
@@ -1971,6 +1971,7 @@ optional<STRUCTURE> buildBlueprint(STRUCTURE_STATS const *psStats, Vector3i pos,
}

STRUCTURE blueprint(0, ownerPlayer);
blueprint.state = SAS_NORMAL;
// construct the fake structure
blueprint.pStructureType = const_cast<STRUCTURE_STATS *>(psStats); // Couldn't be bothered to fix const correctness everywhere.
if (selectedPlayer < MAX_PLAYERS)
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