this should restore the behaviour that players don't loose if they have
no units left after the start event. Because it wasn't tested enough.

Note, that in most cases we don't need the check_victory in
playmp_controller::play_network_turn because we have a check_victory()
in the end in run_in_sycned_command
This commit is contained in:
gfgtdf 2014-04-21 17:58:02 +02:00
parent 986002b448
commit 213a93f976
2 changed files with 2 additions and 2 deletions

View file

@ -569,7 +569,7 @@ void play_controller::fire_start(bool execute){
if(execute) {
gamedata_.set_phase(game_data::START);
game_events::fire("start");
check_victory();
check_end_level();
// start event may modify start turn with WML, reflect any changes.
start_turn_ = turn();
gamedata_.get_variable("turn_number") = int(start_turn_);

View file

@ -524,7 +524,7 @@ void playmp_controller::play_network_turn(){
}
play_slice();
check_victory();
check_end_level();
if (!network_processing_stopped_){
turn_data.send_data();