Open Tinter opened 4 years ago
These are the buildings found so far, please report any other destroyed buildings having furniture they shouldn't.
//Destroyed buildings must be above and present to prevent double spawning
"Land_i_House_Big_01_V1_dam_F",
"Land_i_House_Big_02_V1_dam_F",
"Land_i_House_Small_01_V1_dam_F",
"Land_i_House_Small_02_V1_dam_F",
"Land_i_Stone_HouseBig_V1_dam_F",
"Land_i_Stone_HouseSmall_V1_dam_F",
"Land_i_Stone_Shed_V1_dam_F",
"Land_u_Addon_01_V1_dam_F",
"Land_u_House_Big_01_V1_dam_F",
"Land_u_House_Big_02_V1_dam_F",
"Land_u_House_Small_01_V1_dam_F",
"Land_u_House_Small_02_V1_dam_F",
"Land_u_Shop_01_V1_dam_F",
"Land_u_Shop_02_V1_dam_F"
Was told on the workshop that there were problems with the garage and stores, so I think these need to be added as well:
"Land_i_Garage_V1_dam_F",
"Land_i_Shop_01_V1_dam_F",
"Land_i_Shop_02_V1_dam_F"
Some houses have damaged variants, with chunks missing. When they change model, a new house is spawned, for example
Land_u_House_Big_01_V1_dam_F
, and this counts as a new building, it gets new furniture. Due to https://github.com/Tinter/Tinter-Furniture/issues/23 this leads to two sets of furniture at the same time.Fix is to add the partially destroyed classnames to buildings.hpp, above the normal buildings, so they do not appear as having any compositions. Better fix? Some way to reliably see when a building enters this partially destroyed state.