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Server: Don't continue turn after player has died.
author
Christian Heller
<c.heller@plomlompom.de>
Thu, 13 Nov 2014 20:57:39 +0000
(21:57 +0100)
committer
Christian Heller
<c.heller@plomlompom.de>
Thu, 13 Nov 2014 20:57:39 +0000
(21:57 +0100)
src/server/run.c
patch
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diff --git
a/src/server/run.c
b/src/server/run.c
index ea8d608dd4c5003ea142ce77c7bb630ee3503064..4f93669066464c3bc5b6ea466437c98e9b5b9586 100644
(file)
--- a/
src/server/run.c
+++ b/
src/server/run.c
@@
-253,11
+253,9
@@
static void turn_over()
{
struct Thing * player = get_player();
struct Thing * thing = player;
- uint16_t start_turn = world.turn;
int16_t * whitelist = build_whitelist();
- while ( 0 < player->lifepoints
- || (0 == player->lifepoints && start_turn == world.turn))
- { /* TODO: check meaning and refactorability of 2nd condition */
+ while (0 < player->lifepoints)
+ {
if (!thing)
{
world.turn++;