Fix team stats screwing up if game ends due to drowning in rising Sudden Death water
authorWuzzy <Wuzzy2@mail.ru>
Sat, 15 Sep 2018 15:26:23 +0200
changeset 13811 3fa9e30927f1
parent 13808 720dc03600c9
child 13812 e2d902745fd5
Fix team stats screwing up if game ends due to drowning in rising Sudden Death water
hedgewars/uGears.pas
hedgewars/uTeams.pas
hedgewars/uVariables.pas
--- a/hedgewars/uGears.pas	Wed Sep 12 19:51:45 2018 +0300
+++ b/hedgewars/uGears.pas	Sat Sep 15 15:26:23 2018 +0200
@@ -336,14 +336,18 @@
         if TotalRoundsPre = cSuddenDTurns + 1 then
             bWaterRising:= true;
         if bWaterRising and (cWaterRise > 0) then
+            begin
+            bDuringWaterRise:= true;
             AddGear(0, 0, gtWaterUp, 0, _0, _0, 0)^.Tag:= cWaterRise;
+            end;
         inc(step)
         end
-    else // since we are not raising the water, a second win-check isn't needed
+    else // since we are not raising the water, another win-check isn't needed
         inc(step,2);
     stChWin3:
         begin
         CheckForWin;
+        bDuringWaterRise:= false;
         inc(step)
         end;
 
--- a/hedgewars/uTeams.pas	Wed Sep 12 19:51:45 2018 +0300
+++ b/hedgewars/uTeams.pas	Sat Sep 15 15:26:23 2018 +0200
@@ -76,11 +76,13 @@
 TurnTimeLeft:= 0;
 ReadyTimeLeft:= 0;
 
-// if the game ends during a multishot, do last TurnStats + TurnReaction
-if (not bBetweenTurns) and isInMultiShoot then
+// If the game ends during a multishot, or after the Sudden Death
+// water has risen, do last turn stats / reaction.
+if ((not bBetweenTurns) and isInMultiShoot) or (bDuringWaterRise) then
     begin
     TurnStats();
-    TurnReaction();
+    if (not bDuringWaterRise) then
+        TurnReaction();
     TurnStatsReset();
     end;
 
--- a/hedgewars/uVariables.pas	Wed Sep 12 19:51:45 2018 +0300
+++ b/hedgewars/uVariables.pas	Sat Sep 15 15:26:23 2018 +0200
@@ -177,6 +177,7 @@
 
     bBetweenTurns   : boolean;
     bWaterRising    : boolean;
+    bDuringWaterRise: boolean;
 
     CrosshairX      : LongInt;
     CrosshairY      : LongInt;
@@ -2856,6 +2857,7 @@
     flagDumpLand    := false;
     bBetweenTurns   := false;
     bWaterRising    := false;
+    bDuringWaterRise:= false;
     isCursorVisible := false;
     isInLag         := false;
     isPaused        := false;