(svn r11626) -Fix [FS#1529]: Pause state wasn't set correctly in multiplayer saves

This commit is contained in:
skidd13
2007-12-12 21:56:10 +00:00
parent 5acc147c1c
commit 1d9c27e235
3 changed files with 10 additions and 6 deletions

View File

@@ -912,7 +912,8 @@ void SwitchMode(int new_mode)
/* Update the local player for a loaded game. It is either always
* player #1 (eg 0) or in the case of a dedicated server a spectator */
SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : PLAYER_FIRST);
DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
/* Decrease pause counter (was increased from opening load dialog) */
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
#ifdef ENABLE_NETWORK
if (_network_server) {
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
@@ -956,12 +957,15 @@ void SwitchMode(int new_mode)
break;
case SM_SAVE: /* Save game */
/* Make network saved games on pause compatible to singleplayer */
if (_networking && _pause_game == 1) _pause_game = 2;
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
} else {
DeleteWindowById(WC_SAVELOAD, 0);
}
if (_networking && _pause_game == 2) _pause_game = 1;
break;
case SM_GENRANDLAND: /* Generate random land within scenario editor */