HotIce: Remove non-network InitializePlayers() workaround

See a7bbda4ca
alut-include-path
Lukas Werling 2017-02-19 15:34:58 +01:00
parent 168824a603
commit cb29e31643
1 changed files with 0 additions and 7 deletions

View File

@ -126,12 +126,6 @@ func InitializePlayer(int plr)
// Players joining at runtime will participate in the following round.
PutInRelaunchContainer(GetCrew(plr));
// On non-network rounds, InitializePlayers is called before InitializePlayer. Thus, we have to
// join the players here.
// TODO: Maybe find a better way to detect this case.
if (!IsNetwork())
InitPlayerRound(plr);
}
func InitializePlayers()
@ -154,7 +148,6 @@ func InitPlayerRound(int plr)
// Player positioning.
var ls_wdt = LandscapeWidth(), ls_hgt = LandscapeHeight();
var crew = GetCrew(plr), start_pos;
if (!crew) return;
// Position by map type?
if (SCENPAR_SpawnType == 0)
{