Fixes bug #8526 (autosave names messed up)
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e8c5503a5d
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707ab3d09c
1 changed files with 7 additions and 3 deletions
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@ -128,7 +128,7 @@ LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_
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//no => we are starting a fresh scenario
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if(gamestate.snapshot.child("side") == NULL || !recorder.at_end()) {
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//campaign or multiplayer?
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//if the gamestate already contains a starting_pos, then we are
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//if the gamestate already contains a starting_pos, then we are
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//starting a fresh multiplayer game. Otherwise this is the start
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//of a campaign scenario.
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if(gamestate.starting_pos.empty() == false) {
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@ -147,11 +147,15 @@ LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_
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LOG_G << "loading snapshot...\n";
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starting_pos = gamestate.starting_pos;
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scenario = &gamestate.snapshot;
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// when starting wesnoth --multiplayer there might be
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// when starting wesnoth --multiplayer there might be
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// no variables which leads to a segfault
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if(gamestate.snapshot.child("variables") != NULL) {
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gamestate.set_variables(*gamestate.snapshot.child("variables"));
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}
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//Replace game label with that from snapshot
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if (!state.snapshot["label"].empty()){
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state.label = state.snapshot["label"];
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}
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//get the current gold values of players so they don't start with the amount
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//they had at the start of the scenario
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const std::vector<config*>& player_cfg = gamestate.snapshot.get_children("player");
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@ -229,7 +233,7 @@ LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_
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if(map_data.empty() && (*scenario)["map"] != "") {
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map_data = read_map((*scenario)["map"]);
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}
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//if the map should be randomly generated
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if(map_data.empty() && (*scenario)["map_generation"] != "") {
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const cursor::setter cursor_setter(cursor::WAIT);
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