- game ready status bugfix

This commit is contained in:
Mark Vejvoda 2011-03-22 06:43:33 +00:00
parent f7fdafbff4
commit 14bd71c250
1 changed files with 23 additions and 14 deletions

View File

@ -1548,25 +1548,34 @@ void MenuStateCustomGame::update() {
GameSettings gameSettings;
loadGameSettings(&gameSettings);
int factionCount = 0;
for(int i= 0; i< mapInfo.players; ++i) {
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(hasNetworkGameSettings() == true) {
if(listBoxControls[i].getSelectedItemIndex() == ctHuman) {
switch(gameSettings.getNetworkPlayerStatuses(i)) {
case npst_BeRightBack:
labelPlayerStatus[i].setText(lang.get("PlayerStatusBeRightBack"));
break;
case npst_Ready:
labelPlayerStatus[i].setText(lang.get("PlayerStatusReady"));
break;
case npst_PickSettings:
labelPlayerStatus[i].setText(lang.get("PlayerStatusSetup"));
break;
default:
labelPlayerStatus[i].setText("");
break;
if(listBoxControls[i].getSelectedItemIndex() != ctClosed) {
int slotIndex = factionCount;
if(listBoxControls[i].getSelectedItemIndex() == ctHuman) {
switch(gameSettings.getNetworkPlayerStatuses(slotIndex)) {
case npst_BeRightBack:
labelPlayerStatus[i].setText(lang.get("PlayerStatusBeRightBack"));
break;
case npst_Ready:
labelPlayerStatus[i].setText(lang.get("PlayerStatusReady"));
break;
case npst_PickSettings:
labelPlayerStatus[i].setText(lang.get("PlayerStatusSetup"));
break;
default:
labelPlayerStatus[i].setText("");
break;
}
}
else {
labelPlayerStatus[i].setText("");
}
factionCount++;
}
else {
labelPlayerStatus[i].setText("");