Fix teamchat in lobby

This commit is contained in:
Paul Chote
2010-07-22 00:02:30 +12:00
parent b8eab0614f
commit fdc033a63f

View File

@@ -39,17 +39,16 @@ namespace OpenRA.Network
if (client != null) if (client != null)
{ {
var player = Game.world.players.Values.FirstOrDefault(p => p.Index == client.Index); var player = Game.world.players.Values.FirstOrDefault(p => p.Index == client.Index);
if (player != null) var display = (world.GameHasStarted) ?
{ player != null && (Game.world.LocalPlayer != null && player.Stances[Game.world.LocalPlayer] == Stance.Ally
var isAlly = (world.GameHasStarted) ? || player.WinState == WinState.Lost) :
player != null && Game.world.LocalPlayer != null && player.Stances[Game.world.LocalPlayer] == Stance.Ally :
client == Game.LocalClient || (client.Team == Game.LocalClient.Team && client.Team != 0); client == Game.LocalClient || (client.Team == Game.LocalClient.Team && client.Team != 0);
if (isAlly && player.WinState != WinState.Lost) if (display)
Game.AddChatLine(client.Color1, client.Name + " (Team)", order.TargetString); {
var suffix = (player != null && player.WinState == WinState.Lost) ? " (Dead)" : " (Team)";
Game.AddChatLine(client.Color1, client.Name + suffix, order.TargetString);
} }
else if (player != null && player.WinState == WinState.Lost)
Game.AddChatLine(client.Color1, client.Name + " (Dead)", order.TargetString);
} }
break; break;
} }