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Minor fixes to multiplayer load game support

This commit is contained in:
Patrick Simmons
2014-10-25 05:04:08 -04:00
parent 6aa3c11084
commit 1dabdf7b3a

View File

@@ -399,8 +399,6 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
logNetwork->infoStream() << "Server opened savegame properly."; logNetwork->infoStream() << "Server opened savegame properly.";
} }
player = PlayerColor(player_);
if(server) if(server)
{ {
for(auto & elem : gs->scenarioOps->playerInfos) for(auto & elem : gs->scenarioOps->playerInfos)
@@ -710,11 +708,12 @@ void CClient::serialize( Handler &h, const int version, const std::set<PlayerCol
if(playerIDs.count(pid)) if(playerIDs.count(pid))
installNewPlayerInterface(nInt, pid); installNewPlayerInterface(nInt, pid);
nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
} }
if(!vstd::contains(battleints, PlayerColor::NEUTRAL)) /* if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
loadNeutralBattleAI(); loadNeutralBattleAI();*/
} }
} }