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Probably found the root cause of terrain problems.

This commit is contained in:
Tomasz Zieliński 2023-03-25 18:52:18 +01:00
parent 68a2bb78a5
commit 00a77e3c5f
2 changed files with 3 additions and 3 deletions

View File

@ -250,8 +250,8 @@ public:
}
bool operator == (const Identifier & b) const { return num == b.num; }
bool operator <= (const Identifier & b) const { return num >= b.num; }
bool operator >= (const Identifier & b) const { return num <= b.num; }
bool operator <= (const Identifier & b) const { return num <= b.num; }
bool operator >= (const Identifier & b) const { return num >= b.num; }
bool operator != (const Identifier & b) const { return num != b.num; }
bool operator < (const Identifier & b) const { return num < b.num; }
bool operator > (const Identifier & b) const { return num > b.num; }

View File

@ -134,7 +134,7 @@ void initTerrainType(Zone & zone, CMapGenerator & gen)
if (terrainType <= ETerrainId::NONE)
{
logGlobal->warn("Town %s has invalid terrain type: %s", zone.getTownType(), terrainType);
logGlobal->warn("Town %s has invalid terrain type: %d", zone.getTownType(), terrainType);
zone.setTerrainType(ETerrainId::DIRT);
}
else