fixed bug where loading a saved multiplayer game could cause an assertion failure

This commit is contained in:
Dave White 2004-11-13 21:48:46 +00:00
parent c204d26145
commit d31ee94eef

View File

@ -661,7 +661,7 @@ lobby::RESULT mp_connect::process()
}
if (combos_race_[n].changed()) {
if (!save_ && combos_race_[n].changed()) {
const string_map& values = possible_sides[combos_race_[n].selected()]->values;
side["random_faction"] = "";
for(string_map::const_iterator i = values.begin(); i != values.end(); ++i) {
@ -670,13 +670,11 @@ lobby::RESULT mp_connect::process()
}
level_changed = true;
assert(!save_);
player_leaders_[n].update_leader_list(combos_race_[n].selected());
player_leaders_[n].update_leader_list(combos_race_[n].selected());
}
//Player leader
if (combos_leader_[n].changed()) {
assert(!save_);
if (!save_ && combos_leader_[n].changed()) {
std::stringstream str;
str << (combos_team_[n].selected()+1);
side["type"] = player_leaders_[n].get_leader();