fix for delayed playername correction ( which was rising the alarmsound too )

This commit is contained in:
Titus Tscharntke 2012-10-06 22:56:19 +00:00
parent a4dab7d1d7
commit 2fde01b6ed
1 changed files with 6 additions and 2 deletions

View File

@ -1506,7 +1506,7 @@ void MenuStateConnectedGame::loadGameSettings(GameSettings *gameSettings) {
if(ct != ctClosed) {
int slotIndex = factionCount;
ControlType oldControlType=gameSettings->getFactionControl(slotIndex);
gameSettings->setFactionControl(slotIndex, ct);
if(ct == ctHuman) {
//if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] i = %d, slotIndex = %d, getHumanPlayerName(i) [%s]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,i,slotIndex,getHumanPlayerName(i).c_str());
@ -1534,6 +1534,9 @@ void MenuStateConnectedGame::loadGameSettings(GameSettings *gameSettings) {
//printf("!!! setStartLocationIndex #1 slotIndex = %d, i = %d\n",slotIndex, i);
if(listBoxControls[i].getSelectedItemIndex() == ctNetwork || listBoxControls[i].getSelectedItemIndex() == ctNetworkUnassigned) {
if(oldControlType!=ctNetwork && oldControlType!=ctNetworkUnassigned ){
gameSettings->setNetworkPlayerName(slotIndex,"");
}
}
else if (listBoxControls[i].getSelectedItemIndex() != ctHuman) {
AIPlayerCount++;
@ -2616,7 +2619,8 @@ void MenuStateConnectedGame::update() {
GameSettings *gameSettings = clientInterface->getGameSettingsPtr();
int currentConnectionCount=0;
for(int i=0; i < GameConstants::maxPlayers; ++i) {
if(gameSettings->getNetworkPlayerName(i) != "" &&
if(gameSettings->getFactionControl(i)==ctNetwork &&
gameSettings->getNetworkPlayerName(i) != "" &&
gameSettings->getNetworkPlayerName(i) != GameConstants::NETWORK_SLOT_UNCONNECTED_SLOTNAME)
{
currentConnectionCount++;