Fixed control change not to set wrong team if we are playing now
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5 changed files with 14 additions and 2 deletions
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@ -9,6 +9,7 @@ Version 1.3.14+svn:
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* fixed bug #10777: Cannot cancel a multiplayer password prompt
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* fixed bug #10779: Rejoining game causes major problems
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* Fixed :control command to work
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* Fixed control change not to set wrong team if we are playing now
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* damage statistics for the current turn also works for observers now
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* skip replay no longer skips the story for players only for observers
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(bug #9538)
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@ -678,7 +678,9 @@
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name = "Paul Smedley (Creeping)"
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[/entry]
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[entry]
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name = "Pauli Nieminen (coren/suokko)"
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name = "Pauli Nieminen (suokko)"
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email = "paniemin_AT_cc.hut.fi"
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comment = "Bug fixing; ussualy targetting MP or WML engine"
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[/entry]
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[entry]
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name = "Petr Sobotka (Pietro)"
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@ -1140,6 +1140,11 @@ void game_display::set_team(size_t teamindex, bool observe)
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labels().recalculate_labels();
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}
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const size_t game_display::get_playing_team()
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{
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return activeTeam_;
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}
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void game_display::set_playing_team(size_t teamindex)
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{
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assert(teamindex < teams_.size());
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@ -154,6 +154,7 @@ public:
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//! set_playing_team sets the team whose turn it currently is
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void set_team(size_t team, bool observe=false);
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void set_playing_team(size_t team);
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const size_t get_playing_team();
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const std::vector<team>& get_teams() {return teams_;};
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unit_map& get_units() {return units_;};
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@ -161,7 +161,10 @@ turn_info::PROCESS_DATA_RESULT turn_info::process_network_data(const config& cfg
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if ( (controller == "human") && (!teams_[index].is_human()) ) {
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teams_[index].make_human();
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gui_.set_team(index);
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if (teams_[gui_.get_playing_team()].is_human())
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{
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gui_.set_team(index);
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}
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} else if ( (controller == "network") && (!teams_[index].is_network()) ){
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teams_[index].make_network();
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} else if ( (controller == "ai") && (!teams_[index].is_ai()) ) {
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