# HG changeset patch # User nemo # Date 1267911124 0 # Node ID 0f0789204802c0e11295a632739a7407ec815921 # Parent 38237a443f74c5d54f8da81bb6eb7d485d92ee49 This might be all it takes to prevent the desync. needs local/remote testing. Also toggle 2nd barrel state on 0 movement diff -r 38237a443f74 -r 0f0789204802 hedgewars/CCHandlers.inc --- a/hedgewars/CCHandlers.inc Sat Mar 06 18:44:42 2010 +0000 +++ b/hedgewars/CCHandlers.inc Sat Mar 06 21:32:04 2010 +0000 @@ -519,7 +519,7 @@ procedure doPut(putX, putY: LongInt; fromAI: boolean); begin if CheckNoTeamOrHH then exit; -if bShowAmmoMenu then +if not CurrentTeam^.ExtDriven and bShowAmmoMenu then begin bSelected:= true; exit diff -r 38237a443f74 -r 0f0789204802 hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Sat Mar 06 18:44:42 2010 +0000 +++ b/hedgewars/GSHandlers.inc Sat Mar 06 21:32:04 2010 +0000 @@ -1275,7 +1275,11 @@ CalcRotationDirAngle(Gear); CheckGearDrowning(Gear) end -else AddGearCI(Gear); +else + begin + Gear^.State:= Gear^.State or gsttmpFlag; + AddGearCI(Gear) + end; (* Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage begin