forked from Mirrors/openclonk
Revive the possibility for rivalry in the round evaluation dialogue
Had been removed in a024744ab449
parent
32993624c0
commit
5f7da0b35a
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@ -289,7 +289,11 @@ void C4RoundResults::EvaluateGoals(C4IDList &GoalList, C4IDList &FulfilledGoalLi
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bool fFulfilled = false;;
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C4Object *pObj;
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if ((pObj = ::Objects.Find(idGoal)))
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fFulfilled = !!pObj->Call(PSF_IsFulfilled);
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{
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// Check fulfilled per player, this enables the possibility of rivalry.
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C4AulParSet pars(C4VInt(iPlayerNumber));
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fFulfilled = !!pObj->Call(PSF_IsFulfilled, &pars);
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}
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GoalList.SetIDCount(idGoal, cnt, true);
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if (fFulfilled) FulfilledGoalList.SetIDCount(idGoal, 1, true);
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}
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@ -126,8 +126,7 @@ bool C4ValueToMatrix(const C4ValueArray& array, StdMeshMatrix* matrix);
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#define PSF_SellTo "~SellTo" // int iByPlr
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#define PSF_InputCallback "InputCallback" // const char *szText
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#define PSF_MenuQueryCancel "~MenuQueryCancel" // int iSelection
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#define PSF_IsFulfilled "~IsFulfilled"
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#define PSF_IsFulfilledforPlr "~IsFulfilledforPlr" // int iCallPlayer
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#define PSF_IsFulfilled "~IsFulfilled" // int for_plr
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#define PSF_AttachTargetLost "~AttachTargetLost"
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#define PSF_CrewSelection "~CrewSelection" // bool fDeselect
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#define PSF_GetObject2Drop "~GetObject2Drop" // C4Object *pForCollectionOfObj
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