Backported: Fixed MP saves to transfer correct completion state...

...to remote clients when loadin game (bug #10385)
This commit is contained in:
Pauli Nieminen 2008-09-01 20:39:08 +00:00
parent ed2d47b6c3
commit edf2ab92dc
4 changed files with 5 additions and 0 deletions

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@ -16,6 +16,8 @@ Version 1.4.4+svn:
* Fixed crash when ai moves units next to level 0 hiden unit (bug #12252)
* Fixed loading ai parameters. MP side defination now overwrites
era values (bug #12171)
* Fixed MP saves to transfer correct completion state to remote clients
when loadin game (bug #10385)
Version 1.4.4:
* language and i18n:

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@ -859,6 +859,7 @@ private:
sound::write_music_play_list(start);
write_game(gamestate_, start, WRITE_SNAPSHOT_ONLY);
start["completion"] = gamestate_.completion;
/*
// 29.11.07, YogiHH: I can't see why this is needed at all and it

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@ -1472,6 +1472,7 @@ void connect::load_game()
level_["map_data"] = start_data["map_data"];
level_["id"] = start_data["id"];
level_["name"] = start_data["name"];
level_["completion"] = start_data["completion"];
// Probably not needed.
level_["turn"] = start_data["turn_at"];
level_["turn_at"] = start_data["turn_at"];

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@ -117,6 +117,7 @@ void level_to_gamestate(config& level, game_state& state, bool saved_game)
level["campaign_type"] = "multiplayer";
state.campaign_type = "multiplayer";
state.completion = level["completion"];
state.version = level["version"];
const config* const vars = level.child("variables");