client slot selection bug hopefully fixed
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c53ff62c46
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@ -200,22 +200,6 @@ void MenuStateConnectedGame::mouseClick(int x, int y, MouseButton mouseButton){
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soundRenderer.playFx(coreData.getClickSoundC());
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
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}
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else if(listBoxMap.mouseClick(x, y)){
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}
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else if (listBoxFogOfWar.mouseClick(x, y)) {
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}
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else if(listBoxTileset.mouseClick(x, y)){
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}
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else if(listBoxTechTree.mouseClick(x, y)){
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//reloadFactions();
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if(hasNetworkGameSettings() == true)
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{
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needToSetChangedGameSettings = true;
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lastSetChangedGameSettings = time(NULL);;
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}
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}
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else
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{
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int myCurrentIndex=-1;
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@ -86,12 +86,14 @@ bool ServerInterface::switchSlot(int fromPlayerIndex,int toPlayerIndex){
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if( !slots[toPlayerIndex]->isConnected()) {
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//printf(" yes, its free :)\n");
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slots[fromPlayerIndex]->setPlayerIndex(toPlayerIndex);
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slots[toPlayerIndex]->setPlayerIndex(fromPlayerIndex);
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ConnectionSlot *tmp=slots[toPlayerIndex];
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slots[toPlayerIndex]= slots[fromPlayerIndex];
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slots[fromPlayerIndex]=tmp;
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PlayerIndexMessage playerIndexMessage(toPlayerIndex);
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slots[toPlayerIndex]->sendMessage(&playerIndexMessage);
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result=true;
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updateListen();
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}
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
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return result;
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