merge the "allow_new_game" field before test for mp ui
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82e71a9fba
1 changed files with 9 additions and 2 deletions
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@ -602,6 +602,14 @@ LEVEL_RESULT play_game(game_display& disp, game_state& gamestate,
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// mp::connect_engine.
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team_init(starting_pos, gamestate);
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//We don't merge WML until start of next scenario, but if we want to allow user to disable MP ui in transition,
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//then we have to move "allow_new_game" attribute over now.
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bool allow_new_game_flag = (*scenario)["allow_new_game"].to_bool(true);
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if (gamestate.carryover_sides_start.child_or_empty("end_level_data").child_or_empty("next_scenario_settings").has_attribute("allow_new_game")) {
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allow_new_game_flag = gamestate.carryover_sides_start.child_or_empty("end_level_data").child("next_scenario_settings")["allow_new_game"].to_bool();
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}
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params.scenario_data = *scenario;
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params.mp_scenario = (*scenario)["id"].str();
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params.mp_scenario_name = (*scenario)["name"].str();
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@ -614,8 +622,7 @@ LEVEL_RESULT play_game(game_display& disp, game_state& gamestate,
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connect_engine(new mp::connect_engine(disp, gamestate,
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params, !network_game, false));
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if ((*scenario)["allow_new_game"].to_bool(true) ||
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game_config::debug) {
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if (allow_new_game_flag || game_config::debug) {
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// Opens mp::connect dialog to allow users to
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// make an adjustments for scenario.
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mp::ui::result connect_res = mp::goto_mp_connect(disp,
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