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added using counter of players that still have to enter an exit
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index ab6c4efa28f32b808b095e4955afc0966798750a..c14445814bdcce85ab0ab3fd4e7b2f1090cf71e9 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-4570,6
+4570,7
@@
static boolean RequestDoor(char *text, unsigned int req_state)
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
@@
-4710,6
+4711,7
@@
static boolean RequestDoor(char *text, unsigned int req_state)
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
@@
-4736,6
+4738,7
@@
static boolean RequestEnvelope(char *text, unsigned int req_state)
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
@@
-4793,6
+4796,7
@@
static boolean RequestEnvelope(char *text, unsigned int req_state)
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();