diff --git a/src/playmp_controller.cpp b/src/playmp_controller.cpp index 58817d0a1453..8e06867f8a94 100644 --- a/src/playmp_controller.cpp +++ b/src/playmp_controller.cpp @@ -342,7 +342,7 @@ void playmp_controller::linger() // this is actually for after linger mode is over -- we don't want to // stay stuck in linger state when the *next* scenario is over. - gamestate_.classification().completion = "running"; + set_completion setter(gamestate_,"running"); // End all unit moves BOOST_FOREACH(unit &u, units_) { u.set_user_end_turn(true); diff --git a/src/playsingle_controller.cpp b/src/playsingle_controller.cpp index eae4f4af2071..fa91c40cbefa 100644 --- a/src/playsingle_controller.cpp +++ b/src/playsingle_controller.cpp @@ -803,20 +803,6 @@ void playsingle_controller::play_human_turn() { gui_->draw(); } } -struct set_completion -{ - set_completion(game_state& state, const std::string& completion) : - state_(state), completion_(completion) - { - } - ~set_completion() - { - state_.classification().completion = completion_; - } - private: - game_state& state_; - const std::string completion_; -}; void playsingle_controller::linger() { diff --git a/src/playsingle_controller.hpp b/src/playsingle_controller.hpp index e8930d458279..0ab372374ead 100644 --- a/src/playsingle_controller.hpp +++ b/src/playsingle_controller.hpp @@ -20,6 +20,21 @@ #include "playturn_network_adapter.hpp" #include "replay.hpp" +struct set_completion +{ + set_completion(game_state& state, const std::string& completion) : + state_(state), completion_(completion) + { + } + ~set_completion() + { + state_.classification().completion = completion_; + } + private: + game_state& state_; + const std::string completion_; +}; + class playsingle_controller : public play_controller { public: