Remove World.ObserveAfterWinOrLose
Fixes RenderPlayer for "All Players" view.
This commit is contained in:
@@ -66,11 +66,10 @@ namespace OpenRA
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}
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}
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}
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}
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public bool ObserveAfterWinOrLose;
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Player renderPlayer;
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Player renderPlayer;
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public Player RenderPlayer
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public Player RenderPlayer
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{
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{
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get { return renderPlayer == null || (ObserveAfterWinOrLose && renderPlayer.WinState != WinState.Undefined) ? null : renderPlayer; }
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get { return renderPlayer == null || renderPlayer.WinState != WinState.Undefined ? null : renderPlayer; }
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set { renderPlayer = value; }
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set { renderPlayer = value; }
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}
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}
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@@ -68,8 +68,6 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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info = moInfo;
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info = moInfo;
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Objectives = new ReadOnlyList<MissionObjective>(objectives);
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Objectives = new ReadOnlyList<MissionObjective>(objectives);
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world.ObserveAfterWinOrLose = !info.EarlyGameOver;
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}
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}
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public int Add(Player player, string description, ObjectiveType type = ObjectiveType.Primary, bool inhibitAnnouncement = false)
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public int Add(Player player, string description, ObjectiveType type = ObjectiveType.Primary, bool inhibitAnnouncement = false)
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@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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sidebarTicker.OnTick = () =>
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sidebarTicker.OnTick = () =>
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{
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{
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// Switch to observer mode after win/loss
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// Switch to observer mode after win/loss
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if (world.ObserveAfterWinOrLose && world.LocalPlayer.WinState != WinState.Undefined)
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if (world.LocalPlayer.WinState != WinState.Undefined)
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Game.RunAfterTick(() =>
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Game.RunAfterTick(() =>
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{
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{
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world.LocalPlayer.Spectating = true;
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world.LocalPlayer.Spectating = true;
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