- fixed bug for network scenarios where first slot is not human (closed network slots)
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@ -3913,6 +3913,8 @@ void MenuStateCustomGame::processScenario() {
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//printf("scenarioInfo.name [%s] [%s]\n",scenarioInfo.name.c_str(),listBoxMap.getSelectedItem().c_str());
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// Loop twice to set the human slot or else it closes network slots in some cases
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for(int humanIndex = 0; humanIndex < 2; ++humanIndex) {
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for(int i = 0; i < mapInfo.players; ++i) {
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listBoxRMultiplier[i].setSelectedItem(floatToStr(scenarioInfo.resourceMultipliers[i],1));
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@ -4004,12 +4006,12 @@ void MenuStateCustomGame::processScenario() {
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needToRepublishToMasterserver = true;
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}
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if(hasNetworkGameSettings() == true)
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{
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if(hasNetworkGameSettings() == true) {
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needToSetChangedGameSettings = true;
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lastSetChangedGameSettings = time(NULL);;
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}
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}
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}
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updateControlers();
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updateNetworkSlots();
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