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@@ -2068,11 +2068,11 @@ void CGameHandler::run(bool resume)
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yt.daysWithoutCastle = playerState->daysWithoutCastle;
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applyAndSend(&yt);
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- if(gs->getStartInfo()->turnTime > 0) //turn timer check
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+ if(gs->getStartInfo()->turnTimerInfo.turnTimer > 0) //turn timer check
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{
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TurnTimeUpdate ttu;
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ttu.player = player;
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- ttu.turnTime = gs->getStartInfo()->turnTime * 60 * 1000; //ms
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+ ttu.turnTimer = gs->getStartInfo()->turnTimerInfo;
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applyAndSend(&ttu);
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}
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}
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@@ -2088,18 +2088,18 @@ void CGameHandler::run(bool resume)
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boost::unique_lock<boost::mutex> lock(states.mx);
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while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
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{
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- if(gs->getStartInfo()->turnTime > 0 && !gs->curB) //turn timer check
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+ if(gs->getStartInfo()->turnTimerInfo.isEnabled() && !gs->curB) //turn timer check
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{
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- if(gs->players[playerColor].turnTime > 0)
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+ if(gs->players[playerColor].turnTimer.turnTimer > 0)
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{
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- gs->players[playerColor].turnTime -= waitTime;
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+ gs->players[playerColor].turnTimer.turnTimer -= waitTime;
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if(gs->players[playerColor].status == EPlayerStatus::INGAME //do not send message if player is not active already
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- && gs->players[playerColor].turnTime % turnTimePropagateFrequency == 0)
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+ && gs->players[playerColor].turnTimer.turnTimer % turnTimePropagateFrequency == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = playerColor;
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- ttu.turnTime = gs->players[playerColor].turnTime;
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+ ttu.turnTimer = gs->players[playerColor].turnTimer;
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applyAndSend(&ttu);
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}
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}
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