Don't propagate locked spawns when changing slots.
This commit is contained in:
@@ -146,6 +146,11 @@ namespace OpenRA.Mods.Common.Server
|
|||||||
if (slot.Closed || server.LobbyInfo.ClientInSlot(s) != null)
|
if (slot.Closed || server.LobbyInfo.ClientInSlot(s) != null)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
|
// If the previous slot had a locked spawn then we must not carry that to the new slot
|
||||||
|
var oldSlot = client.Slot != null ? server.LobbyInfo.Slots[client.Slot] : null;
|
||||||
|
if (oldSlot != null && oldSlot.LockSpawn)
|
||||||
|
client.SpawnPoint = 0;
|
||||||
|
|
||||||
client.Slot = s;
|
client.Slot = s;
|
||||||
S.SyncClientToPlayerReference(client, server.MapPlayers.Players[s]);
|
S.SyncClientToPlayerReference(client, server.MapPlayers.Players[s]);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user