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@@ -388,7 +388,7 @@ static void PlayersCheckBankrupt(Player
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case 3: {
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/* XXX - In multiplayer, should we ask other players if it wants to take
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over when it is a human company? -- TrueLight */
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if (IS_HUMAN_PLAYER(owner)) {
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if (IsHumanPlayer(owner)) {
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AddNewsItem( (StringID)(owner + 16),
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NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
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break;
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@@ -415,12 +415,12 @@ static void PlayersCheckBankrupt(Player
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AddNewsItem( (StringID)(owner + 16*3), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
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// If the player is human, and it is no network play, leave the player playing
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if (IS_HUMAN_PLAYER(owner) && !_networking) {
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if (IsHumanPlayer(owner) && !_networking) {
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p->bankrupt_asked = 255;
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p->bankrupt_timeout = 0x456;
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} else {
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#ifdef ENABLE_NETWORK
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if (IS_HUMAN_PLAYER(owner) && _network_server) {
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if (IsHumanPlayer(owner) && _network_server) {
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// If we are the server, make sure it is clear that his player is no
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// longer with us!
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NetworkClientInfo *ci;
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@@ -436,7 +436,7 @@ static void PlayersCheckBankrupt(Player
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}
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}
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// Make sure the player no longer controls the company
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if (IS_HUMAN_PLAYER(owner) && owner == _local_player) {
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if (IsHumanPlayer(owner) && owner == _local_player) {
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// Switch the player to spectator..
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_local_player = OWNER_SPECTATOR;
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}
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@@ -447,9 +447,9 @@ static void PlayersCheckBankrupt(Player
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// Register the player as not-active
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p->is_active = false;
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if (!IS_HUMAN_PLAYER(owner) && (!_networking || _network_server) && _ai.enabled)
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if (!IsHumanPlayer(owner) && (!_networking || _network_server) && _ai.enabled)
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AI_PlayerDied(owner);
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if (IS_HUMAN_PLAYER(owner) && owner == _local_player && _ai.network_client)
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if (IsHumanPlayer(owner) && owner == _local_player && _ai.network_client)
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AI_PlayerDied(owner);
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}
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}
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