diff --git a/src/game_config_manager.cpp b/src/game_config_manager.cpp index 8ff97ddda69c..6d7ab94058af 100644 --- a/src/game_config_manager.cpp +++ b/src/game_config_manager.cpp @@ -557,7 +557,9 @@ void game_config_manager::load_game_config_for_game( void game_config_manager::load_game_config_for_create(bool is_mp) { game_config::scoped_preproc_define multiplayer("MULTIPLAYER", is_mp); - + ///During an mp game the default difficuly define is also defined so better already load it now if we alreeady must reload config cache. + game_config::scoped_preproc_define normal(DEFAULT_DIFFICULTY, !map_includes(old_defines_map_, cache_.get_preproc_map())); + typedef boost::shared_ptr define; try{ load_game_config(NO_INCLUDE_RELOAD); diff --git a/src/game_launcher.cpp b/src/game_launcher.cpp index 90c285bc6410..61635184e00f 100644 --- a/src/game_launcher.cpp +++ b/src/game_launcher.cpp @@ -942,9 +942,8 @@ bool game_launcher::play_multiplayer() } - //create_engine already calls game_config_manager::get()->load_config - //game_config_manager::get()-> - // load_game_config_for_game(state_.classification()); + //create_engine already calls game_config_manager::get()->load_config but maybe its better to have MULTIPLAYER defined while we are in the lobby. + game_config_manager::get()->load_game_config_for_create(true); events::discard_input(); // prevent the "keylogger" effect cursor::set(cursor::NORMAL);