[Commits] [wesnoth/wesnoth] bcf285: always allow SAVE_REPLAY
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noreply at github.com
Fri Apr 18 16:56:03 UTC 2014
Branch: refs/heads/1.12
Home: https://github.com/wesnoth/wesnoth
Commit: bcf28527618d4bbd524876e6d604a5e0ee0f37ae
https://github.com/wesnoth/wesnoth/commit/bcf28527618d4bbd524876e6d604a5e0ee0f37ae
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-18 (Fri, 18 Apr 2014)
Changed paths:
M src/play_controller.cpp
Log Message:
-----------
always allow SAVE_REPLAY
We diallow save game during action because that would lead to broken saves, but this is not true for save_replay.
If, for some reason, we get stuck inside a an action we cannot save the game, with this we can at least save the replay in this case and create a vaild save with the 'replaying + saving durign replay' strategy.
Commit: e454252f218b88b65e3a66390e2534a6fe9969c6
https://github.com/wesnoth/wesnoth/commit/e454252f218b88b65e3a66390e2534a6fe9969c6
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-18 (Fri, 18 Apr 2014)
Changed paths:
M src/play_controller.cpp
M src/playmp_controller.cpp
M src/playsingle_controller.cpp
Log Message:
-----------
fix 21933
durign human turns, we now use check_victory which impied check_end_level, just like we du during ai turns.
I think actions having different when invoked by ai can never be the intended behaviour.
we also set tm->set_lost() before calling check_turn_end to that the lost_ value is also correct when ending with [endlevel]
Commit: ac2e8ae2aac9b0fb915a7a5d0872949ed618d327
https://github.com/wesnoth/wesnoth/commit/ac2e8ae2aac9b0fb915a7a5d0872949ed618d327
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-18 (Fri, 18 Apr 2014)
Changed paths:
M src/actions/move.cpp
Log Message:
-----------
add a check_victory after moves.
perviously it was possible that a moveto event removed units and we didnt get victory/defeat.
Compare: https://github.com/wesnoth/wesnoth/compare/1d2b3b8ffbcb...ac2e8ae2aac9
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