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-rw-r--r--src/vehicles/Cranes.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/vehicles/Cranes.cpp b/src/vehicles/Cranes.cpp
index 757974a6..db7b514f 100644
--- a/src/vehicles/Cranes.cpp
+++ b/src/vehicles/Cranes.cpp
@@ -57,7 +57,8 @@ void CCranes::InitCranes(void)
}
}
}
- for (CPtrNode* pNode = CWorld::GetBigBuildingList(LEVEL_INDUSTRIAL).first; pNode; pNode = pNode->next) {
+ // TODO(MIAMI): LEVEL_MAINLAND just so it compiles
+ for (CPtrNode* pNode = CWorld::GetBigBuildingList(LEVEL_MAINLAND).first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
if (MODELID_CRANE_1 == pEntity->GetModelIndex() ||
MODELID_CRANE_2 == pEntity->GetModelIndex() ||
@@ -87,6 +88,7 @@ void CCranes::AddThisOneCrane(CEntity* pEntity)
if (pCrane->m_nAudioEntity >= 0)
DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, 1);
pCrane->m_bIsTop = (MODELID_CRANE_1 != pEntity->GetModelIndex());
+#if 0
// Is this used to avoid military crane?
if (pCrane->m_bIsTop || pEntity->GetPosition().y > 0.0f) {
CObject* pHook = new CObject(MI_MAGNET, false);
@@ -99,6 +101,7 @@ void CCranes::AddThisOneCrane(CEntity* pEntity)
pCrane->SetHookMatrix();
}
else
+#endif
pCrane->m_pHook = nil;
NumCranes++;
}