Remove World.ObserveAfterWinOrLose

Fixes RenderPlayer for "All Players" view.
This commit is contained in:
Oliver Brakmann
2015-07-24 23:55:07 +02:00
committed by deniz1a
parent 5546298866
commit a725d63b0c
3 changed files with 2 additions and 5 deletions

View File

@@ -66,11 +66,10 @@ namespace OpenRA
} }
} }
public bool ObserveAfterWinOrLose;
Player renderPlayer; Player renderPlayer;
public 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; } set { renderPlayer = value; }
} }

View File

@@ -68,8 +68,6 @@ namespace OpenRA.Mods.Common.Traits
{ {
info = moInfo; info = moInfo;
Objectives = new ReadOnlyList<MissionObjective>(objectives); Objectives = new ReadOnlyList<MissionObjective>(objectives);
world.ObserveAfterWinOrLose = !info.EarlyGameOver;
} }
public int Add(Player player, string description, ObjectiveType type = ObjectiveType.Primary, bool inhibitAnnouncement = false) public int Add(Player player, string description, ObjectiveType type = ObjectiveType.Primary, bool inhibitAnnouncement = false)

View File

@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
sidebarTicker.OnTick = () => sidebarTicker.OnTick = () =>
{ {
// Switch to observer mode after win/loss // Switch to observer mode after win/loss
if (world.ObserveAfterWinOrLose && world.LocalPlayer.WinState != WinState.Undefined) if (world.LocalPlayer.WinState != WinState.Undefined)
Game.RunAfterTick(() => Game.RunAfterTick(() =>
{ {
world.LocalPlayer.Spectating = true; world.LocalPlayer.Spectating = true;