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Examine other player units at end of game


My expectation is that I should be able to examine all units
(including enemy and independent) after the game is over.  As nearly
as I could guess from looking at the source code, that is the intent
too, it just doesn't work right.

Here is a patch which makes it work for me:

Index: tkmain.c
===================================================================
RCS file: /cvs/xconq/xconq/tcltk/tkmain.c,v
retrieving revision 1.63
diff -u -r1.63 tkmain.c
--- tkmain.c	2000/04/28 15:16:48	1.63
+++ tkmain.c	2000/05/04 01:39:54
@@ -1364,7 +1364,7 @@
 	       out of our control. */
 	    if (!in_play(unit)
 		|| unit->id != map->curunit_id
-		|| !side_controls_unit(dside, unit))
+		|| !side_sees_unit(dside, unit))
 	      unit = NULL;
 	    set_current_unit(map, unit);
 	}
@@ -1692,7 +1692,7 @@
 
     if (unit == oldunit)
       return;
-    if (unit == NULL || (in_play(unit) && side_controls_unit(dside, unit))) {
+    if (unit == NULL || (in_play(unit) && side_sees_unit(dside, unit))) {
 	map->curunit = unit;
 	map->curunit_id = (unit ? unit->id : 0);
     }
Index: tkmap.c
===================================================================
RCS file: /cvs/xconq/xconq/tcltk/tkmap.c,v
retrieving revision 1.51
diff -u -r1.51 tkmap.c
--- tkmap.c	2000/04/28 15:18:41	1.51
+++ tkmap.c	2000/05/04 01:40:14
@@ -3470,7 +3470,7 @@
     if (x_nearest_cell(mapw, sx, sy, &nx, &ny)) {
 	if (inside_area(nx, ny)) {
 	    x_nearest_unit(mapw, sx, sy, &unit);
-	    if (unit != NULL && (!side_controls_unit(dside, unit)))
+	    if (unit != NULL && (!side_sees_unit(dside, unit)))
 	      unit = NULL;
 	    set_current_unit(map, unit);
 	} else {


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