I left out 'index'well I tried it and it works!, and well in the editor mode too...but the question of course, is it optimized?
Code:
if(rec->GetNumNeedsCityGoodAnyCity()) {
sint32 i, g;
bool goodavail = false;
for(i = 0; i < m_all_cities->Num(); i++) {
for(g = 0; g < g_theResourceDB->NumRecords(); g++) {
if(m_all_cities->Access(i).AccessData()->GetCityData()->HasEitherGood(rec->GetNeedsCityGoodAnyCityIndex(g)))
goodavail = true;
break;
}
}
if(!goodavail)
return FALSE;
}
the other stuff I want to do is :
HiddenNationality
Inreasehappiness etc with goods, I think I have something now...
and then the plant good tile improvements
I guess later we can look at pillaging goods, capturing good tiles, and maybe a way of giving a city a good if it built a certain building???


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