diff --git a/dfhack/modules/Materials.cpp b/dfhack/modules/Materials.cpp index e0e8da8a7..8f00b96c6 100644 --- a/dfhack/modules/Materials.cpp +++ b/dfhack/modules/Materials.cpp @@ -230,6 +230,8 @@ bool Materials::ReadDescriptorColors (vector & color) uint32_t size = p_colors.size(); color.clear(); + if(size == 0) + return false; color.reserve(size); for (uint32_t i = 0; i < size;i++) { @@ -241,6 +243,7 @@ bool Materials::ReadDescriptorColors (vector & color) col.b = p->readFloat( p_colors[i] + p->getDescriptor()->getOffset ("descriptor_color_b") ); color.push_back(col); } + return true; } bool Materials::ReadCreatureTypesEx (vector & creatures) diff --git a/output/Memory.xml b/output/Memory.xml index 8be57eb89..5aff6abb2 100644 --- a/output/Memory.xml +++ b/output/Memory.xml @@ -433,13 +433,13 @@ size=212 55/type = MOOD 56/name = "Strange Mood Jeweller" 56/type = MOOD -57/name = "Strange Mood C" +57/name = "Strange Mood Forge" 57/type = MOOD -58/name = "Strange Mood Metal" +58/name = "Strange Mood Magma Forge" 58/type = MOOD -59/name = "Strange Mood E" +59/name = "Strange Mood Brooding" 59/type = MOOD -60/name = "Strange Mood F" +60/name = "Strange Mood Fell" 60/type = MOOD 61/name = "Strange Mood Carpenter" 61/type = MOOD @@ -1408,12 +1408,22 @@ map_data_1b60_offset 0x1B9c 0x4F0 --> 0x390 + 0x394 the skill that will be increased at the end of the mood (or not) + 0x604 seems to be indexes in the list of possible colors defined in the raws for each group 0x6D4 0x774 0x0740 0x0758 0x834 - + + Job structure + ============= + 0x4 seems to be just like the old occupations + 0xa4 + + Job materials + ============= + 0x0 like mood materials, 0=bars, 4=stone, 5=wood, 57=cloth, 54=leather ... Materials =========