diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index dd0806681..e25a7ae05 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -6099,6 +6099,8 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen ) // If we have reach a point where a cons. number of turns gone by.... //if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 ) + // arynn : add forced turn mode : note : no forced turn mode option for Multi Player + if ( is_networked ) gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE; if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])// arynn : add forced turn mode { diff --git a/Tactical/Soldier Add.cpp b/Tactical/Soldier Add.cpp index 838fd3b92..56dab16bc 100644 --- a/Tactical/Soldier Add.cpp +++ b/Tactical/Soldier Add.cpp @@ -1531,7 +1531,9 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDir if ( pSoldier->ubBodyType != BLOODCAT ) { SetEnemyPresence( ); - // arynn : add forced turn mode : note not for bloodcats.. + // arynn : add forced turn mode : note : not for bloodcats.. + // arynn : add forced turn mode : note : no forced turn mode option for Multi Player + if ( is_networked ) gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE; if ( gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ]) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode Active, Entering Combat" );