forked from Mirrors/openclonk
Do not call InitializePlayers after script player join if no human players joined
parent
76b9d68126
commit
69b0fd4f1a
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@ -3083,8 +3083,8 @@ C4Player *C4Game::JoinPlayer(const char *szFilename, int32_t iAtClient, const ch
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void C4Game::OnPlayerJoinFinished()
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{
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// Do the InitializePlayers callback once all player joins have finished
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if (!InitialPlayersJoined && !PlayerInfos.GetJoinPendingPlayerCount() && !::Players.HasPlayerInTeamSelection())
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// Do the InitializePlayers callback once all player joins have finished with at least one human player
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if (!InitialPlayersJoined && !PlayerInfos.GetJoinPendingPlayerCount() && !::Players.HasPlayerInTeamSelection() && (::Players.GetCount(C4PT_User) > 0))
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{
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InitialPlayersJoined = true;
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GRBroadcast(PSF_InitializePlayers);
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