When access to settings from the main menu causes call of ai_manual_turn_done setting callback, there's player_has_flag() segfault.
Same may (haven't tested yet) happen for global observer even in game, as the offending part in manual_turn_done_callback() is "is_ai(client.conn.playing)"
When access to settings from the main menu causes call of ai_manual_turn_done setting callback, there's player_has_flag() segfault.
Same may (haven't tested yet) happen for global observer even in game, as the offending part in manual_turn_done_callback() is "is_ai(client.conn.playing)"