forked from townforge/townforge
game: do not change smoothness for empty blocks
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@ -9249,7 +9249,7 @@ void CryptoCityUrho3D::HandleApproveBuild(StringHash eventType, VariantMap& even
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const uint8_t previous_smoothness = h < original_smoothness[orgidx].size() ? original_smoothness[orgidx][h] : 0;
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const uint8_t new_smoothness = h < flag_smoothness[orgidx].size() ? flag_smoothness[orgidx][h] : 0;
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if (previous_smoothness != new_smoothness)
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if (previous_smoothness != new_smoothness && new_block)
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{
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bx0s = std::min(bx0s, x);
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by0s = std::min(by0s, y);
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@ -9370,7 +9370,7 @@ void CryptoCityUrho3D::HandleApproveBuild(StringHash eventType, VariantMap& even
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{
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const uint8_t previous_smoothness = h < original_smoothness[orgidx].size() ? original_smoothness[orgidx][h] : 0;
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const uint8_t new_smoothness = h < flag_smoothness[orgidx].size() ? flag_smoothness[orgidx][h] : 0;
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tiles[idx] = (new_smoothness + 8 - previous_smoothness) % 8;
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tiles[idx] = new_block ? (new_smoothness + 8 - previous_smoothness) % 8 : 0;
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}
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if (tiles[idx++])
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changed = true;
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