Fix P2 input when PlayerAutoplay in P1
This commit is contained in:
@@ -2369,7 +2369,7 @@ bool ScreenGameplay::Input( const InputEventPlus &input )
|
|||||||
{
|
{
|
||||||
AbortGiveUp( true );
|
AbortGiveUp( true );
|
||||||
|
|
||||||
if( GamePreferences::m_AutoPlay == PC_HUMAN && GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay == 0 )
|
if( GamePreferences::m_AutoPlay == PC_HUMAN && GAMESTATE->m_pPlayerState[input.pn]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay == 0 )
|
||||||
{
|
{
|
||||||
PlayerInfo& pi = GetPlayerInfoForInput( input );
|
PlayerInfo& pi = GetPlayerInfoForInput( input );
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user