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author | Peter Nelson <peter1138@openttd.org> | 2019-01-31 20:54:15 +0000 |
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committer | PeterN <peter@fuzzle.org> | 2019-02-04 00:19:48 +0000 |
commit | 33e3f4916173b4129cbbe60f94dae659a70edb83 (patch) | |
tree | 2384acf24eafd4fa75910401c58e859926c1bb4c /src/saveload | |
parent | 0749a291c4941511744e82a315ee34d96e053fb1 (diff) | |
download | openttd-33e3f4916173b4129cbbe60f94dae659a70edb83.tar.xz |
Fix #7119: When rotating a ship, apply an additional offset to avoid movement glitch.
Diffstat (limited to 'src/saveload')
-rw-r--r-- | src/saveload/vehicle_sl.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp index 11935fa40..540416586 100644 --- a/src/saveload/vehicle_sl.cpp +++ b/src/saveload/vehicle_sl.cpp @@ -375,6 +375,17 @@ void AfterLoadVehicles(bool part_of_load) FOR_ALL_SHIPS(s) { s->rotation = s->direction; } + } else { + Ship *s; + FOR_ALL_SHIPS(s) { + if (s->rotation == s->direction) continue; + /* In case we are rotating on gameload, set the rotation position to + * the current position, otherwise the applied workaround offset would + * be with respect to 0,0. + */ + s->rotation_x_pos = s->x_pos; + s->rotation_y_pos = s->y_pos; + } } } |