Revive the possibility for rivalry in the round evaluation dialogue

Had been removed in a024744ab449
Maikel de Vries 2011-01-06 22:34:23 +01:00
parent 32993624c0
commit 5f7da0b35a
2 changed files with 6 additions and 3 deletions

View File

@ -289,7 +289,11 @@ void C4RoundResults::EvaluateGoals(C4IDList &GoalList, C4IDList &FulfilledGoalLi
bool fFulfilled = false;;
C4Object *pObj;
if ((pObj = ::Objects.Find(idGoal)))
fFulfilled = !!pObj->Call(PSF_IsFulfilled);
{
// Check fulfilled per player, this enables the possibility of rivalry.
C4AulParSet pars(C4VInt(iPlayerNumber));
fFulfilled = !!pObj->Call(PSF_IsFulfilled, &pars);
}
GoalList.SetIDCount(idGoal, cnt, true);
if (fFulfilled) FulfilledGoalList.SetIDCount(idGoal, 1, true);
}

View File

@ -126,8 +126,7 @@ bool C4ValueToMatrix(const C4ValueArray& array, StdMeshMatrix* matrix);
#define PSF_SellTo "~SellTo" // int iByPlr
#define PSF_InputCallback "InputCallback" // const char *szText
#define PSF_MenuQueryCancel "~MenuQueryCancel" // int iSelection
#define PSF_IsFulfilled "~IsFulfilled"
#define PSF_IsFulfilledforPlr "~IsFulfilledforPlr" // int iCallPlayer
#define PSF_IsFulfilled "~IsFulfilled" // int for_plr
#define PSF_AttachTargetLost "~AttachTargetLost"
#define PSF_CrewSelection "~CrewSelection" // bool fDeselect
#define PSF_GetObject2Drop "~GetObject2Drop" // C4Object *pForCollectionOfObj