From a725d63b0c6747da8bb96a90a6e4f7b5fe14bdf2 Mon Sep 17 00:00:00 2001 From: Oliver Brakmann Date: Fri, 24 Jul 2015 23:55:07 +0200 Subject: [PATCH] Remove World.ObserveAfterWinOrLose Fixes RenderPlayer for "All Players" view. --- OpenRA.Game/World.cs | 3 +-- OpenRA.Mods.Common/Traits/Player/MissionObjectives.cs | 2 -- .../Widgets/Logic/Ingame/LoadIngamePlayerOrObserverUILogic.cs | 2 +- 3 files changed, 2 insertions(+), 5 deletions(-) diff --git a/OpenRA.Game/World.cs b/OpenRA.Game/World.cs index daabba3b35..e1c9a925dc 100644 --- a/OpenRA.Game/World.cs +++ b/OpenRA.Game/World.cs @@ -66,11 +66,10 @@ namespace OpenRA } } - public bool ObserveAfterWinOrLose; Player renderPlayer; public Player RenderPlayer { - get { return renderPlayer == null || (ObserveAfterWinOrLose && renderPlayer.WinState != WinState.Undefined) ? null : renderPlayer; } + get { return renderPlayer == null || renderPlayer.WinState != WinState.Undefined ? null : renderPlayer; } set { renderPlayer = value; } } diff --git a/OpenRA.Mods.Common/Traits/Player/MissionObjectives.cs b/OpenRA.Mods.Common/Traits/Player/MissionObjectives.cs index 8e8082590f..44db3ea06c 100644 --- a/OpenRA.Mods.Common/Traits/Player/MissionObjectives.cs +++ b/OpenRA.Mods.Common/Traits/Player/MissionObjectives.cs @@ -68,8 +68,6 @@ namespace OpenRA.Mods.Common.Traits { info = moInfo; Objectives = new ReadOnlyList(objectives); - - world.ObserveAfterWinOrLose = !info.EarlyGameOver; } public int Add(Player player, string description, ObjectiveType type = ObjectiveType.Primary, bool inhibitAnnouncement = false) diff --git a/OpenRA.Mods.Common/Widgets/Logic/Ingame/LoadIngamePlayerOrObserverUILogic.cs b/OpenRA.Mods.Common/Widgets/Logic/Ingame/LoadIngamePlayerOrObserverUILogic.cs index 9ba207a1dd..1e5a1d135b 100644 --- a/OpenRA.Mods.Common/Widgets/Logic/Ingame/LoadIngamePlayerOrObserverUILogic.cs +++ b/OpenRA.Mods.Common/Widgets/Logic/Ingame/LoadIngamePlayerOrObserverUILogic.cs @@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic sidebarTicker.OnTick = () => { // Switch to observer mode after win/loss - if (world.ObserveAfterWinOrLose && world.LocalPlayer.WinState != WinState.Undefined) + if (world.LocalPlayer.WinState != WinState.Undefined) Game.RunAfterTick(() => { world.LocalPlayer.Spectating = true;