void InitElementSmallImages()
{
+ static int special_graphics[] =
+ {
+ IMG_EDITOR_ELEMENT_BORDER,
+ IMG_EDITOR_ELEMENT_BORDER_INPUT,
+ IMG_EDITOR_CASCADE_LIST,
+ IMG_EDITOR_CASCADE_LIST_ACTIVE,
+ -1
+ };
struct PropertyMapping *property_mapping = getImageListPropertyMapping();
int num_property_mappings = getImageListPropertyMappingSize();
int i;
/* initialize images from dynamic configuration (may be elements or other) */
for (i = 0; i < num_property_mappings; i++)
InitElementSmallImagesScaledUp(property_mapping[i].artwork_index);
+
+ /* initialize special images from above list (non-element images) */
+ for (i = 0; special_graphics[i] > -1; i++)
+ InitElementSmallImagesScaledUp(special_graphics[i]);
}
#if 1
EL_INTERNAL_CASCADE_SP_ACTIVE,
EL_INTERNAL_CASCADE_DC_ACTIVE,
EL_INTERNAL_CASCADE_DX_ACTIVE,
- EL_INTERNAL_CASCADE_TEXT_ACTIVE,
+ EL_INTERNAL_CASCADE_CHARS_ACTIVE,
EL_INTERNAL_CASCADE_CE_ACTIVE,
EL_INTERNAL_CASCADE_GE_ACTIVE,
EL_INTERNAL_CASCADE_USER_ACTIVE,
EL_INTERNAL_CASCADE_SP,
EL_INTERNAL_CASCADE_DC,
EL_INTERNAL_CASCADE_DX,
- EL_INTERNAL_CASCADE_TEXT,
+ EL_INTERNAL_CASCADE_CHARS,
EL_INTERNAL_CASCADE_CE,
EL_INTERNAL_CASCADE_GE,
EL_INTERNAL_CASCADE_USER,
printf("# (The entries below are default and therefore commented out.)\n");
printf("\n");
+ /* this is needed to be able to check element list for cascade elements */
+ InitElementPropertiesStatic();
+ InitElementPropertiesEngine(GAME_VERSION_ACTUAL);
+
PrintEditorElementList();
exit(0);