fixed bug with player moving when releasing one of several pressed snap keys
[rocksndiamonds.git] / src / game.c
index 99540b18d9622ef055a0066d41c7e32f8dbb53d6..30ebdd17314ead1a30e8a90f51ba9e6125d02f94 100644 (file)
@@ -3402,6 +3402,7 @@ void InitGame(void)
     player->action = 0;
     player->effective_action = 0;
     player->programmed_action = 0;
+    player->snap_action = 0;
 
     player->mouse_action.lx = 0;
     player->mouse_action.ly = 0;
@@ -3738,6 +3739,19 @@ void InitGame(void)
       game.belt_dir_nr[i] = 3;         // not moving, next moving left
 
 #if USE_NEW_PLAYER_ASSIGNMENTS
+  // use preferred player also in local single-player mode
+  if (!network.enabled && !game.team_mode)
+  {
+    int old_index_nr = local_player->index_nr;
+    int new_index_nr = setup.network_player_nr;
+
+    if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
+    {
+      stored_player[old_index_nr].connected_locally = FALSE;
+      stored_player[new_index_nr].connected_locally = TRUE;
+    }
+  }
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     stored_player[i].connected = FALSE;
@@ -11045,10 +11059,7 @@ static void CheckSingleStepMode(struct PlayerInfo *player)
     if (!player->is_moving &&
        !player->is_pushing &&
        !player->is_dropping_pressed)
-    {
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-      SnapField(player, 0, 0);                 // stop snapping
-    }
   }
 
   CheckSaveEngineSnapshot(player);