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-rw-r--r--src/scenes/place_detail.c4
-rw-r--r--src/scenes/save_state_select.c1
-rw-r--r--src/scenes/world_map.c3
3 files changed, 6 insertions, 2 deletions
diff --git a/src/scenes/place_detail.c b/src/scenes/place_detail.c
index f3e1223..39b9df4 100644
--- a/src/scenes/place_detail.c
+++ b/src/scenes/place_detail.c
@@ -405,7 +405,7 @@ static void place_detail_draw_employees(platform_window* window, tab tab, float
// Hours
{
char buffer[50];
- float total_hours = get_worked_hours_per_week_for_employee(_active_world, emp, 0);
+ float total_hours = emp->current_scheduled_weekly_hours;//get_worked_hours_per_week_for_employee(_active_world, emp, 0);
sprintf(buffer, "Scheduled: %.0f hours", total_hours);
s32 text_x = x + item_h + item_part_w*1 + text_pad;
@@ -1132,6 +1132,8 @@ static void place_detail_draw_schedule(platform_window* window)
else if (_active_schedule_state == RESCHEDULING_JOB)
*_active_selected_scheduled_job = _active_scheduling_job;
+ world_set_weekly_hours_worked(_active_world);
+
job_offer* offer = get_job_offer_by_id(_active_location, _active_scheduling_job.offer.id);
if (offer) array_remove_by(&_active_location->job_offers, offer);
diff --git a/src/scenes/save_state_select.c b/src/scenes/save_state_select.c
index ae428af..2a2da43 100644
--- a/src/scenes/save_state_select.c
+++ b/src/scenes/save_state_select.c
@@ -783,6 +783,7 @@ static void load_save_file(s32 index)
}
world_map_set_active_world(new_world);
+ world_set_weekly_hours_worked(new_world);
//enable_insights_for_current_month(new_world);
world_update_location_scores(new_world);
diff --git a/src/scenes/world_map.c b/src/scenes/world_map.c
index 410e8f8..31eaa1a 100644
--- a/src/scenes/world_map.c
+++ b/src/scenes/world_map.c
@@ -1290,8 +1290,9 @@ void world_map_scene_render(platform_window* window)
break;
}
- renderer->set_render_depth(3);
+ renderer->set_render_depth(8);
if (currently_viewing_active_job.offerid != INVALID_ID) world_map_draw_viewing_job(window);
+ renderer->set_render_depth(3);
if (_active_world) {
world_update_result click_result = world_render(window, _active_world, scene_state == WORLD_SCENE_STATE_IDLE);