setLockedUnitForFaction
*removed debug (printf's)
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@ -817,9 +817,7 @@ void Gui::computeInfoString(int posDisplay){
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//locked by scenario
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//locked by scenario
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const BuildCommandType *bct= static_cast<const BuildCommandType*>(activeCommandType);
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const BuildCommandType *bct= static_cast<const BuildCommandType*>(activeCommandType);
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const Unit *unit= selection.getFrontUnit();
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const Unit *unit= selection.getFrontUnit();
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printf("opfaaa\n");
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if(unit->getFaction()->isUnitLocked(bct->getBuilding(posDisplay))){
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if(unit->getFaction()->isUnitLocked(bct->getBuilding(posDisplay))){
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printf("OpfaUnitNameDiggaaaa:%s",bct->getBuilding(posDisplay)->getName(false).c_str());
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display.setInfoText(lang.getString("LockedByScenario")+"\n\n"+bct->getBuilding(posDisplay)->getReqDesc(game->showTranslatedTechTree()));
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display.setInfoText(lang.getString("LockedByScenario")+"\n\n"+bct->getBuilding(posDisplay)->getReqDesc(game->showTranslatedTechTree()));
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} else {
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} else {
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display.setInfoText(bct->getBuilding(posDisplay)->getReqDesc(game->showTranslatedTechTree()));
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display.setInfoText(bct->getBuilding(posDisplay)->getReqDesc(game->showTranslatedTechTree()));
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