Fixed player problems with campaign and command line starting.
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e649609b1d
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03c41e6e58
4 changed files with 9 additions and 5 deletions
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@ -815,6 +815,8 @@
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<LI>Fixed bug #557954: Opponent's action markers are visible.
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<LI>The tips are only shown in the single player game.
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<LI>Multiplayer menus should now work. (from Ari)
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<LI>Final:
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<LI>Fixed bug: Player are wrong assigned in campaign.
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<LI>+++
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</UL>
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@ -51,8 +51,8 @@ global char DefaultObjective[] = "-Destroy your enemies";
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global int GameResult; /// Outcome of the game
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global char CurrentMapPath[1024]; /// Path of the current map
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global int RestartScenario=0; /// Restart the scenario
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global int QuitToMenu=0; /// Quit to menu
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global int RestartScenario; /// Restart the scenario
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global int QuitToMenu; /// Quit to menu
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global Campaign* Campaigns; /// Campaigns
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global int NumCampaigns; /// Number of campaigns
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@ -284,6 +284,7 @@ global void CreatePlayer(int type)
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// Allocate memory for the "list" of this player's units.
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// FIXME: brutal way, as we won't need UnitMax for this player...
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// FIXME: ARI: is this needed for 'PlayerNobody' ??
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// FIXME: A: Johns: currently we need no init for the nobody player.
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if( !(player->Units=(Unit**)calloc(UnitMax,sizeof(Unit*))) ) {
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DebugLevel0("Not enough memory to create player %d.\n",NumPlayers);
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return;
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@ -868,12 +868,13 @@ global void MenuLoop(char* filename, WorldMap* map)
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EnableRedraw=RedrawMenu;
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ProcessMenu(MENU_PRG_START, 1);
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EnableRedraw=RedrawEverything;
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if( NetworkFildes!=-1 && NetPlayers<2 ) {
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ExitNetwork1();
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}
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DebugLevel0Fn("Menu start: NetPlayers %d\n", NetPlayers);
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filename = CurrentMapPath;
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}
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if( NetworkFildes!=-1 && NetPlayers<2 ) {
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ExitNetwork1();
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}
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//
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// Create the game.
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//
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