diff --git a/Multiplayer/client.cpp b/Multiplayer/client.cpp index 5ea161ff..e058b3a1 100644 --- a/Multiplayer/client.cpp +++ b/Multiplayer/client.cpp @@ -2269,7 +2269,7 @@ void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier ) SUpdateNetworkSoldier.bBleeding=pSoldier->bBleeding; SUpdateNetworkSoldier.ubDirection=pSoldier->ubDirection; - if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE ||gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet... + if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet... { SUpdateNetworkSoldier.usTactialTurnLimitCounter = gTacticalStatus.usTactialTurnLimitCounter; SUpdateNetworkSoldier.usTactialTurnLimitMax = gTacticalStatus.usTactialTurnLimitMax; @@ -2311,7 +2311,7 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters) pSoldier->bBleeding=SUpdateNetworkSoldier->bBleeding; - if( SUpdateNetworkSoldier->usTactialTurnLimitCounter != 9999 && (gTacticalStatus.ubTopMessageType != PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType != PLAYER_INTERRUPT_MESSAGE)) + if( (SUpdateNetworkSoldier->usTactialTurnLimitCounter != 9999) && (gTacticalStatus.ubTopMessageType != PLAYER_TURN_MESSAGE) && (gTacticalStatus.ubTopMessageType != PLAYER_INTERRUPT_MESSAGE)) { gTacticalStatus.usTactialTurnLimitCounter = SUpdateNetworkSoldier->usTactialTurnLimitCounter; gTacticalStatus.usTactialTurnLimitMax = SUpdateNetworkSoldier->usTactialTurnLimitMax;