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Disable spectator mode in single player to avoid confusing players

Ivan Savenko 1 år sedan
förälder
incheckning
e5e01ab35d
2 ändrade filer med 3 tillägg och 3 borttagningar
  1. 2 2
      client/lobby/CLobbyScreen.cpp
  2. 1 1
      client/lobby/OptionsTab.cpp

+ 2 - 2
client/lobby/CLobbyScreen.cpp

@@ -76,7 +76,7 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
 
 		card->iconDifficulty->addCallback(std::bind(&IServerAPI::setDifficulty, CSH, _1));
 
-		buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, true), EShortcut::LOBBY_BEGIN_GAME);
+		buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_BEGIN_GAME);
 		initLobby();
 		break;
 	}
@@ -84,7 +84,7 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
 	{
 		tabOpt = std::make_shared<OptionsTab>();
 		tabTurnOptions = std::make_shared<TurnOptionsTab>();
-		buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, true), EShortcut::LOBBY_LOAD_GAME);
+		buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_LOAD_GAME);
 		initLobby();
 		break;
 	}

+ 1 - 1
client/lobby/OptionsTab.cpp

@@ -959,7 +959,7 @@ void OptionsTab::PlayerOptionsEntry::updateName() {
 
 void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
 {
-	if(ps.isControlledByAI() || humanPlayers > 0)
+	if(ps.isControlledByAI() || humanPlayers > 1)
 		CSH->setPlayer(ps.color);
 }