when client is waiting only for the server at game start we now display this
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@ -779,9 +779,9 @@ void ClientInterface::waitUntilReady(Checksum* checksum) {
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lastMillisCheck = (chrono.getMillis() / 1000);
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char szBuf[1024]="";
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string updateTextFormat = lang.get("NetworkGameClientLoadStatus");
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if(updateTextFormat == "" || updateTextFormat[0] == '?') {
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updateTextFormat = "Waiting for network: %lld seconds elapsed (maximum wait time: %d seconds)";
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string updateTextFormat = "Waiting for network: %lld seconds elapsed (maximum wait time: %d seconds)";
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if(lang.hasString("NetworkGameClientLoadStatus") == true) {
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updateTextFormat = lang.get("NetworkGameClientLoadStatus");
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}
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string waitForHosts = "";
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@ -850,12 +850,15 @@ void ClientInterface::waitUntilReady(Checksum* checksum) {
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}
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}
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if(waitForHosts == "") {
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waitForHosts = lang.get("Server");
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}
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sprintf(szBuf,updateTextFormat.c_str(),(long long int)lastMillisCheck,int(readyWaitTimeout / 1000));
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char szBuf1[1024]="";
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string statusTextFormat = lang.get("NetworkGameStatusWaiting");
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if(statusTextFormat == "" || statusTextFormat[0] == '?') {
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statusTextFormat = "Waiting for players: %s";
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string statusTextFormat = "Waiting for players: %s";
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if(lang.hasString("NetworkGameStatusWaiting") == true) {
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statusTextFormat = lang.get("NetworkGameStatusWaiting");
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}
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sprintf(szBuf1,statusTextFormat.c_str(),waitForHosts.c_str());
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