wesnoth-cvs-commits
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Wesnoth-cvs-commits] wesnoth/src game.cpp


From: Philippe Plantier
Subject: [Wesnoth-cvs-commits] wesnoth/src game.cpp
Date: Sat, 23 Apr 2005 11:39:58 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Philippe Plantier <address@hidden>      05/04/23 15:39:58

Modified files:
        src            : game.cpp 

Log message:
        Fixed the game not setting "network" player to "local" when replaying
        multiplayer scenarios.

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/src/game.cpp.diff?tr1=1.235&tr2=1.236&r1=text&r2=text

Patches:
Index: wesnoth/src/game.cpp
diff -u wesnoth/src/game.cpp:1.235 wesnoth/src/game.cpp:1.236
--- wesnoth/src/game.cpp:1.235  Sat Apr 23 10:05:52 2005
+++ wesnoth/src/game.cpp        Sat Apr 23 15:39:58 2005
@@ -1,4 +1,4 @@
-/* $Id: game.cpp,v 1.235 2005/04/23 10:05:52 silene Exp $ */
+/* $Id: game.cpp,v 1.236 2005/04/23 15:39:58 gruikya Exp $ */
 /*
    Copyright (C) 2003 by David White <address@hidden>
    Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
@@ -827,6 +827,12 @@
                        if((**sides.first)["controller"] == "network")
                                (**sides.first)["controller"] = "human";
                }
+               //make all network players local, even in the replay starting 
pos, if any
+               for(config::child_itors sides = 
state_.starting_pos.child_range("side");
+                   sides.first != sides.second; ++sides.first) {
+                       if((**sides.first)["controller"] == "network")
+                               (**sides.first)["controller"] = "human";
+               }
        
                recorder.set_save_info(state_);
                std::vector<config*> story;




reply via email to

[Prev in Thread] Current Thread [Next in Thread]