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author | rubidium <rubidium@openttd.org> | 2009-01-23 22:35:48 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2009-01-23 22:35:48 +0000 |
commit | 5ecd1be89d79268628cd5c9e7e096bcd95f8c9c2 (patch) | |
tree | 152070dd83ee4108cc54f50933d0c60e6d345170 | |
parent | 2722cabcce204b1903d2af6fd8c94f825c10a60d (diff) | |
download | openttd-5ecd1be89d79268628cd5c9e7e096bcd95f8c9c2.tar.xz |
(svn r15243) -Fix [FS#2446]: rejoining a server would abort the join (and kick the client) because trying to join with an invalid player ID
-rw-r--r-- | src/openttd.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp index 1150cabfa..101c7316c 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -1219,6 +1219,7 @@ void GameLoop() if (_network_reconnect > 0 && --_network_reconnect == 0) { /* This means that we want to reconnect to the last host * We do this here, because it means that the network is really closed */ + _network_playas = COMPANY_SPECTATOR; NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); } /* Singleplayer */ |