- Timestamp:
- 06/07/18 00:25:15 (7 years ago)
- File:
-
- 1 edited
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ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js
r21802 r21843 278 278 279 279 /** 280 * Used to prevent calling resetReadyData when starting a game .280 * Used to prevent calling resetReadyData when starting a game or doubleclicking on the "Start Game" button. 281 281 */ 282 282 var g_GameStarted = false; … … 1019 1019 translate("Start a new game with the current settings.") : 1020 1020 translate("Start a new game with the current settings (disabled until all players are ready)"), 1021 "enabled": () => !g_IsController || 1022 Object.keys(g_PlayerAssignments).every(guid => g_PlayerAssignments[guid].status || 1023 g_PlayerAssignments[guid].player == -1 || 1024 guid == Engine.GetPlayerGUID() && g_IsController), 1021 "enabled": () => !g_GameStarted && ( 1022 !g_IsController || 1023 Object.keys(g_PlayerAssignments).every(guid => g_PlayerAssignments[guid].status || 1024 g_PlayerAssignments[guid].player == -1 || 1025 guid == Engine.GetPlayerGUID() && g_IsController)), 1025 1026 "hidden": () => 1026 1027 !g_PlayerAssignments[Engine.GetPlayerGUID()] || … … 2180 2181 } 2181 2182 2182 if (!g_GameAttributes.map )2183 if (!g_GameAttributes.map || g_GameStarted) 2183 2184 return; 2185 2186 // Prevent reseting the readystate or calling this function twice 2187 g_GameStarted = true; 2188 updateGUIMiscControl("startGame"); 2184 2189 2185 2190 savePersistMatchSettings(); … … 2201 2206 2202 2207 g_GameAttributes.settings.TriggerScripts = g_GameAttributes.settings.VictoryScripts.concat(g_GameAttributes.settings.TriggerScripts || []); 2203 2204 // Prevent reseting the readystate2205 g_GameStarted = true;2206 2208 2207 2209 g_GameAttributes.settings.mapType = g_GameAttributes.mapType;
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