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authorAdam Borowski <kilobyte@angband.pl>2011-12-15 15:34:40 +0100
committerAdam Borowski <kilobyte@angband.pl>2011-12-16 11:16:32 +0100
commit80e07c57635955534d0e5c92a343d81b6ba90d86 (patch)
treed2b1923253744ae62ae7a57e6a8c5a444d79fcbb /crawl-ref/source/l_dgn.cc
parentaf4a5b1402c2a2bfaa55b26d24ba98ce45af007b (diff)
downloadcrawl-ref-80e07c57635955534d0e5c92a343d81b6ba90d86.tar.gz
crawl-ref-80e07c57635955534d0e5c92a343d81b6ba90d86.zip
Fix most of data loss of tile information in console games.
All platforms we support in 0.10 allow freely going tiles<->console, loading or creating a save in console should still keep everything needed to display tiles intact. Left to go: * monsters with multiple tiles * player dolls
Diffstat (limited to 'crawl-ref/source/l_dgn.cc')
-rw-r--r--crawl-ref/source/l_dgn.cc8
1 files changed, 2 insertions, 6 deletions
diff --git a/crawl-ref/source/l_dgn.cc b/crawl-ref/source/l_dgn.cc
index 810ec37eda..0a40fff06d 100644
--- a/crawl-ref/source/l_dgn.cc
+++ b/crawl-ref/source/l_dgn.cc
@@ -23,10 +23,8 @@
#include "shout.h"
#include "spl-util.h"
#include "state.h"
-#ifdef USE_TILE
- #include "tiledef-dngn.h"
- #include "tileview.h"
-#endif
+#include "tiledef-dngn.h"
+#include "tileview.h"
#include "view.h"
const char *VAULT_PLACEMENT_METATABLE = "crawl.vault-placement";
@@ -1167,7 +1165,6 @@ static int dgn_floor_halo(lua_State *ls)
}
}
-#ifdef USE_TILE
unsigned int tile = get_tile_idx(ls, 3);
if (!tile)
return (0);
@@ -1183,7 +1180,6 @@ static int dgn_floor_halo(lua_State *ls)
}
tile_floor_halo(target, tile);
-#endif
return (0);
}