# HG changeset patch # User Wuzzy # Date 1547086442 -3600 # Node ID ce40351e06903531b1c89776b8122b71f716a2bd # Parent 181509fe1ae8e68d3eb700f62373587857bf3fce Use player team's control scheme for all teams if there's a mission team diff -r 181509fe1ae8 -r ce40351e0690 ChangeLog.txt --- a/ChangeLog.txt Thu Jan 10 02:50:01 2019 +0100 +++ b/ChangeLog.txt Thu Jan 10 03:14:02 2019 +0100 @@ -6,11 +6,13 @@ + Slightly longer delays between turns to make it easier to follow the game + Track high scores in singleplayer challenges + Show check mark for completed scenarios, challenges and trainings + + Training/challenge/scenario menu now supports team selection * Fix various minor bugs in campaigns and missions * Fix hedgehogs being pushed around (and other collision bugs) when they overlap * Fix homing bee flying weird if passing wrap world edge or target was placed beyond it * Fix poison damage not working in first round * Use player-chosen team identity in campaigns and singleplayer missions + * Fix player-chosen teams ignoring custom team controls in campaigns Styles and schemes: + The Specialists: Unlock game scheme diff -r 181509fe1ae8 -r ce40351e0690 hedgewars/uScript.pas --- a/hedgewars/uScript.pas Thu Jan 10 02:50:01 2019 +0100 +++ b/hedgewars/uScript.pas Thu Jan 10 03:14:02 2019 +0100 @@ -2300,7 +2300,13 @@ ParseCommand('fort ' + lua_tostring(L, 4), true, true); ParseCommand('voicepack ' + lua_tostring(L, 5), true, true); if (np = 6) then ParseCommand('flag ' + lua_tostring(L, 6), true, true); - CurrentTeam^.Binds:= DefaultBinds; + // If there's a mission team, copy it's control scheme. + // So in singleplayer missions, all teams use the player team's controls. + if MissionTeam <> nil then + CurrentTeam^.Binds:= MissionTeam^.Binds + // Default keys otherwise + else + CurrentTeam^.Binds:= DefaultBinds; // push team name and index lua_pushstring(L, str2pchar(CurrentTeam^.TeamName)); lua_pushnumber(L, TeamsCount - 1);