fix ship spawning

This commit is contained in:
Kistaro Windrider 2025-05-31 21:54:02 -07:00
parent 45b70d3aca
commit 36f7c6572f
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -1533,7 +1533,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
-- and we allow alternates -- and we allow alternates
-- for this type of ship -- for this type of ship
ship_t+=(uv>>ship_t&0x1)&(f&0x10>>4) ship_t+=(uv>>ship_t&0x1)&(f&0x10>>4)
add(row, self.ship_bases[ship_t]:new{col=cx-ulc_cx}) add(row, self.ship_bases[ship_t].new{col=cx-ulc_cx})
end end
end end
cx += 1 cx += 1
@ -1544,6 +1544,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
-- keep the row; count it -- keep the row; count it
for s in all(row) do for s in all(row) do
counts[s.ship_t] += 1 counts[s.ship_t] += 1
s.x,s.y=rnd_spawn_loc()
eships:push_back(s) eships:push_back(s)
end end
add(rows, row) add(rows, row)