Resolve random players and spawn points in server replays.
This commit is contained in:
@@ -1203,8 +1203,9 @@ namespace OpenRA.Server
|
||||
// HACK: NonCombatant and non-Playable players are set to null to simplify replay tracking
|
||||
// The null padding is needed to keep the player indexes in sync with world.Players on the clients
|
||||
// This will need to change if future code wants to use worldPlayers for other purposes
|
||||
var playerRandom = new MersenneTwister(LobbyInfo.GlobalSettings.RandomSeed);
|
||||
foreach (var cmpi in Map.Rules.Actors["world"].TraitInfos<ICreatePlayersInfo>())
|
||||
cmpi.CreateServerPlayers(Map, LobbyInfo, worldPlayers);
|
||||
cmpi.CreateServerPlayers(Map, LobbyInfo, worldPlayers, playerRandom);
|
||||
|
||||
if (recorder != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user