Merged from revision: 7586

Multiplayer Bugfix:
- Improved (fixed) interrupt endless clock when enemy interrupts (CO-OP game) (tested by Woquit)
- Override turn (ALT + E): Now it is possible again for the server to give the turn back to itself
- Updated MP Version Number to 3.1

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7587 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-10-18 14:08:28 +00:00
parent 03e6f0bb0b
commit e000abcc57
10 changed files with 116 additions and 62 deletions
+3 -4
View File
@@ -1199,9 +1199,8 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam]);
}
else// pure client awarding interrupt resume //suspect it needs to be: else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn//else// pure client awarding interrupt resume //its our turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s", TeamNameStrings[npSoldier->bTeam]);//this can be simplified if above comment is implemented
//ClearIntList();
//hayden//may need more work.
@@ -2299,8 +2298,8 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
// INTERRUPT is calculated on the pure client
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{
if (cGameType == MP_TYPE_COOP)
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
/*if (cGameType == MP_TYPE_COOP)
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);*/
send_interrupt( npSoldier );