small hotkey::HOTKEY_ENDTURN refactor
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e3bf4dcb3f
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1453142579
2 changed files with 3 additions and 6 deletions
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@ -50,9 +50,7 @@ bool playmp_controller::hotkey_handler::can_execute_command(const hotkey::ui_com
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case hotkey::HOTKEY_ENDTURN:
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if (linger())
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{
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bool has_next_scenario = !gamestate().gamedata_.next_scenario().empty() &&
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gamestate().gamedata_.next_scenario() != "null";
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return playmp_controller_.is_host() || !has_next_scenario;
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return playmp_controller_.is_host() || !gamestate().has_next_scenario();
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}
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else
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{
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@ -228,9 +228,8 @@ bool playsingle_controller::hotkey_handler::can_execute_command(const hotkey::ui
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case hotkey::HOTKEY_RECALL:
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return (!browse() || whiteboard_manager_->is_active()) && !linger() && !events::commands_disabled;
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case hotkey::HOTKEY_ENDTURN:
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//TODO: Its unclear to me under which cirumstances the other clients can remain in linger mode
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// when the host pressed scenario, some codes suggest that tha can be the case some don't.
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return (!browse() || (linger() && playsingle_controller_.is_host())) && !events::commands_disabled;
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//playmp_controller::hotkey_handler checks whether we are the host.
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return (!browse() || linger()) && !events::commands_disabled;
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case hotkey::HOTKEY_DELAY_SHROUD:
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return !linger()
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