Cellular Automaton now works when enabled in land_list

This commit is contained in:
Zeno Rogue 2024-03-14 20:20:01 +01:00
parent 2b2cc4e8a9
commit 261800d765
3 changed files with 3 additions and 1 deletions

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@ -3498,6 +3498,7 @@ EX namespace ca {
}
for(int i=0; i<dcs; i++) {
cell *c = allcells[i];
if(c->land != laCA) continue;
auto last = c->wall;
c->wall = willlive[i] ? wlive : waNone;
if(c->wall != last) {

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@ -1454,7 +1454,7 @@ LAND( 0xC000C0, "Crossroads V", laCrossroads5, ZERO, itHyperstone, RESERVED, "Ex
LAND( 0xC0C0C0, "Cellular Automaton", laCA, ZERO | LF_TECHNICAL, itNone, RESERVED, cadesc)
NATIVE(0)
REQ(NEVER)
REQ(ALWAYS)
LAND( 0xC0C0FF, "Mirror Wall", laMirrorWall, ZERO | LF_TECHNICAL | LF_INMIRRORORWALL, itShard, RESERVED, mirroreddesc)
NATIVE(isNative(laMirror, m))

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@ -565,6 +565,7 @@ EX eLand getNewLand(eLand old) {
tab[cnt++] = laHalloween;
tab[cnt++] = laWildWest;
tab[cnt++] = laAsteroids;
tab[cnt++] = laCA;
// the advanced lands
if(all_unlocked || gold() >= R60) {