don't set current_player for ai sides when loading side users.

makes the code more robust against https://gna.org/bugs/?22968 but i'm not sure whether it is really needed.
This commit is contained in:
gfgtdf 2015-01-09 18:41:42 +01:00
parent cf52bab908
commit ff05e0038e

View file

@ -815,7 +815,7 @@ void connect_engine::load_previous_sides_users(LOAD_USERS load_users)
utils::map_split(level_.child("multiplayer")["side_users"]);
BOOST_FOREACH(side_engine_ptr side, side_engines_) {
const std::string& save_id = side->save_id();
if (side_users.find(save_id) != side_users.end()) {
if (side_users.find(save_id) != side_users.end() && side->controller() != CNTR_COMPUTER) {
side->set_current_player(side_users[save_id]);
if (load_users == RESERVE_USERS) {