If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again

This commit is contained in:
zicodxx 2010-06-23 12:57:28 +00:00
parent f4d8a1e0a1
commit ffa7f639c1
2 changed files with 9 additions and 3 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20100623
--------
main/menu.c, main/newmenu.c, main/newmenu.h, main/net_ipx.c: Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist
main/menu.c: If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again
20100622
--------

View file

@ -321,11 +321,16 @@ int RegisterPlayer()
if ( Players[Player_num].callsign[0] == 0 )
{
// Read the last player's name from config file, not lastplr.txt
strncpy( Players[Player_num].callsign, GameCfg.LastPlayer, CALLSIGN_LEN );
if (GameCfg.LastPlayer[0]==0)
{
strncpy( Players[Player_num].callsign, "player", CALLSIGN_LEN );
allow_abort_flag = 0;
}
else
{
// Read the last player's name from config file, not lastplr.txt
strncpy( Players[Player_num].callsign, GameCfg.LastPlayer, CALLSIGN_LEN );
}
}
list = PHYSFSX_findFiles(GameArg.SysUsePlayersDir ? "Players/" : "", types);