File diff r4844:dcf812ad20ab → r4845:2200ed004c20
economy.c
Show inline comments
 
@@ -388,7 +388,7 @@ static void PlayersCheckBankrupt(Player 
 
		case 3: {
 
			/* XXX - In multiplayer, should we ask other players if it wants to take
 
		          over when it is a human company? -- TrueLight */
 
			if (IS_HUMAN_PLAYER(owner)) {
 
			if (IsHumanPlayer(owner)) {
 
				AddNewsItem( (StringID)(owner + 16),
 
					NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
 
				break;
 
@@ -415,12 +415,12 @@ static void PlayersCheckBankrupt(Player 
 
			AddNewsItem( (StringID)(owner + 16*3), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
 

	
 
			// If the player is human, and it is no network play, leave the player playing
 
			if (IS_HUMAN_PLAYER(owner) && !_networking) {
 
			if (IsHumanPlayer(owner) && !_networking) {
 
				p->bankrupt_asked = 255;
 
				p->bankrupt_timeout = 0x456;
 
			} else {
 
#ifdef ENABLE_NETWORK
 
				if (IS_HUMAN_PLAYER(owner) && _network_server) {
 
				if (IsHumanPlayer(owner) && _network_server) {
 
					// If we are the server, make sure it is clear that his player is no
 
					//  longer with us!
 
					NetworkClientInfo *ci;
 
@@ -436,7 +436,7 @@ static void PlayersCheckBankrupt(Player 
 
					}
 
				}
 
				// Make sure the player no longer controls the company
 
				if (IS_HUMAN_PLAYER(owner) && owner == _local_player) {
 
				if (IsHumanPlayer(owner) && owner == _local_player) {
 
					// Switch the player to spectator..
 
					_local_player = OWNER_SPECTATOR;
 
				}
 
@@ -447,9 +447,9 @@ static void PlayersCheckBankrupt(Player 
 
				// Register the player as not-active
 
				p->is_active = false;
 

	
 
				if (!IS_HUMAN_PLAYER(owner) && (!_networking || _network_server) && _ai.enabled)
 
				if (!IsHumanPlayer(owner) && (!_networking || _network_server) && _ai.enabled)
 
					AI_PlayerDied(owner);
 
				if (IS_HUMAN_PLAYER(owner) && owner == _local_player && _ai.network_client)
 
				if (IsHumanPlayer(owner) && owner == _local_player && _ai.network_client)
 
					AI_PlayerDied(owner);
 
			}
 
		}