Quick fix in the init(), where non-foundations seemed to produce errors (since their building property would be undefined). Just added an extra if check.
This was SVN commit r3570.
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@ -31,7 +31,7 @@ function entityInit()
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this.addCreateQueue = entityAddCreateQueue;
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// If this is a foundation, initialize traits from the building we're converting into
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if( this.building != "" )
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if( this.building && this.building != "" )
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{
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var building = getEntityTemplate( this.building );
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this.traits.id.generic = building.traits.id.generic;
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@ -47,13 +47,13 @@ function entityInit()
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// Generate civ code (1st four characters of civ name, in lower case eg "Carthaginians" => "cart").
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if (this.traits.id && this.traits.id.civ)
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{
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this.traits.id.civ_code = this.traits.id.civ.toString().substring (0, 4)
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this.traits.id.civ_code = this.traits.id.civ_code.toString().toLowerCase()
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this.traits.id.civ_code = this.traits.id.civ.toString().substring (0, 4);
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this.traits.id.civ_code = this.traits.id.civ_code.toString().toLowerCase();
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// Exception to make the Romans into rome.
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if (this.traits.id.civ_code == "roma") this.traits.id.civ_code = "rome"
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if (this.traits.id.civ_code == "roma") this.traits.id.civ_code = "rome";
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// Exception to make the Hellenes into hele.
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if (this.traits.id.civ_code == "hell") this.traits.id.civ_code = "hele"
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if (this.traits.id.civ_code == "hell") this.traits.id.civ_code = "hele";
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}
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// If entity can contain garrisoned units, empty it.
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