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fixed initializing locally connected player in single player mode
author
Holger Schemel
<info@artsoft.org>
Sat, 29 Feb 2020 13:40:36 +0000
(14:40 +0100)
committer
Holger Schemel
<info@artsoft.org>
Tue, 19 May 2020 16:20:01 +0000
(18:20 +0200)
src/game.c
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diff --git
a/src/game.c
b/src/game.c
index 128c677f603ed1bac536fd04480b656e20160d9d..d5256fd4ed0cd9b6b1bb62e7b3c319aa540b09eb 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-3753,12
+3753,13
@@
void InitGame(void)
// use preferred player also in local single-player mode
if (!network.enabled && !game.team_mode)
{
// 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)
{
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;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected_locally = FALSE;
+
stored_player[new_index_nr].connected_locally = TRUE;
}
}
stored_player[new_index_nr].connected_locally = TRUE;
}
}