* Merged Source Code from MP branch Revision 3025 *

- Shipment Bugfix: Stop time compression when shipment and email arrives
- Shipment Bugfix: Fixed duplication of items from shipment. This bug occured, when loading a savegame with at least 2 depending shipment orders



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3036 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-06-26 16:18:05 +00:00
parent 20c8fb646d
commit 0e078dd386
3 changed files with 24 additions and 12 deletions
+6 -2
View File
@@ -338,14 +338,18 @@ extern CPostalService gPostalService;
UINT8 guiNumOfDisplayedCities=0;
vector<PDestinationStruct> gDestinationTable;
vector<PShipmentStruct> gShipmentTable;
// WANNE: This method gets called when the shippment arrived
void BobbyRDeliveryCallback(RefToCShipmentManipulator ShipmentManipulator)
{
// ScreenMsg(FONT_MCOLOR_RED, MSG_DEBUG, L"Shipment from Bobby Ray has arrived at %s!", ShipmentManipulator.GetDestination().wstrName.c_str());
gusCurShipmentDestinationID = ShipmentManipulator.GetDestination().usID;
gusCurShipmentDestinationID = ShipmentManipulator.GetDestination().usID;
StopTimeCompression();
// WANNE - MP: Do not send email notification from Bobby Ray in a multiplayer game
if (!is_networked)
AddEmail( BOBBYR_SHIPMENT_ARRIVED, BOBBYR_SHIPMENT_ARRIVED_LENGTH, BOBBY_R, GetWorldTotalMin(), -1 );
AddEmail( BOBBYR_SHIPMENT_ARRIVED, BOBBYR_SHIPMENT_ARRIVED_LENGTH, BOBBY_R, GetWorldTotalMin(), -1 );
}