Removed duplicate code that caused timer to be refreshed an additional
time if time runs out. The usual refreshing in
playmp_controller::after_human_turn is already called in this case as
well (after turn ends). The duplicate code gave the bonuses before the
turn ended, and after that the turn was ended (giving turn bonus again)
only if there was no random seed incoming from the server.

Conflicts:
	changelog
This commit is contained in:
Duthlet 2014-03-22 15:21:17 +01:00 committed by Chris Beck
parent 0170b539ac
commit 5530cd0fc5
3 changed files with 4 additions and 7 deletions

View file

@ -53,6 +53,7 @@ Version 1.13.0-dev:
* Fix bug #3856: The turn dialog used in hotseat MP play now applies
a blindfold for the duration of the dialog.
* Petrified units are no longer displayed in the "Damage versus" tooltip.
* Fix bug #21759: "timer refreshed too often when time runs out"
Version 1.11.11:
* Add-ons server:

View file

@ -976,6 +976,9 @@
name = "Doug Rosvick (dlr365)"
wikiuser = "dlr365"
[/entry]
[entry]
name = "Duthlet"
[/entry]
[entry]
name = "Elvish_Hunter"
[/entry]

View file

@ -249,13 +249,6 @@ void playmp_controller::play_human_turn(){
// because remote players only notice network disconnection
// Current solution end remaining turns automatically
current_team().set_countdown_time(10);
} else {
const int maxtime = gamestate_.mp_settings().mp_countdown_reservoir_time;
int secs = gamestate_.mp_settings().mp_countdown_turn_bonus;
secs += action_increment * current_team().action_bonus_count();
current_team().set_action_bonus_count(0);
secs = (secs > maxtime) ? maxtime : secs;
current_team().set_countdown_time(1000 * secs);
}
turn_data_->send_data();