@@ -127,11 +127,12 @@ GameSession::reset_level()
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void
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GameSession::on_player_added (int id)
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{
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- if (m_savegame.get_player_status ().m_num_players <= id)
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- m_savegame.get_player_status ().add_player ();
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+ auto & player_status = m_savegame.get_player_status ();
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+ if (player_status.m_num_players <= id)
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+ player_status.add_player ();
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// ID = 0 is impossible, so no need to write `(id == 0) ? "" : ...`
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- auto & player = m_currentsector->add <Player>(m_savegame. get_player_status () , " Tux" + std::to_string (id + 1 ), id);
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+ auto & player = m_currentsector->add <Player>(player_status , " Tux" + std::to_string (id + 1 ), id);
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player.multiplayer_prepare_spawn ();
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}
@@ -262,21 +263,22 @@ GameSession::restart_level(bool after_death, bool preserve_music)
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if (!preserve_music)
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{
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auto & music_object = m_currentsector->get_singleton_by_type <MusicObject>();
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- if (after_death == true ) {
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+ if (after_death == true )
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+ {
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music_object.resume_music ();
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- } else {
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+ }
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+ else
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+ {
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SoundManager::current ()->stop_music ();
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music_object.play_music (LEVEL_MUSIC);
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}
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}
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auto level_times = m_currentsector->get_objects_by_type <LevelTime>();
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- auto it = level_times.begin ();
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- while (it != level_times. end () )
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+ for ( auto & level_time : level_times)
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{
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- it->set_time (it->get_time () - m_play_time);
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- it++;
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+ level_time.set_time (level_time.get_time () - m_play_time);
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}
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}
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