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Disable spectator mode in single player to avoid confusing players
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@ -76,7 +76,7 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
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card->iconDifficulty->addCallback(std::bind(&IServerAPI::setDifficulty, CSH, _1));
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, true), EShortcut::LOBBY_BEGIN_GAME);
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_BEGIN_GAME);
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initLobby();
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break;
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}
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@ -84,7 +84,7 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
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{
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tabOpt = std::make_shared<OptionsTab>();
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tabTurnOptions = std::make_shared<TurnOptionsTab>();
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, true), EShortcut::LOBBY_LOAD_GAME);
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_LOAD_GAME);
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initLobby();
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break;
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}
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@ -959,7 +959,7 @@ void OptionsTab::PlayerOptionsEntry::updateName() {
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void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
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{
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if(ps.isControlledByAI() || humanPlayers > 0)
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if(ps.isControlledByAI() || humanPlayers > 1)
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CSH->setPlayer(ps.color);
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}
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