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authorDarkvater <Darkvater@openttd.org>2006-12-13 22:38:45 +0000
committerDarkvater <Darkvater@openttd.org>2006-12-13 22:38:45 +0000
commit9752d36ed2a9477acd4500d136f4b78b5c5fe05c (patch)
treed32bf237881c597a491fef3ecc20f00c5c277cbd /ai/ai.c
parent0b6cb0f4fd6a0e390e61bdec5e47326822e67636 (diff)
downloadopenttd-9752d36ed2a9477acd4500d136f4b78b5c5fe05c.tar.xz
(svn r7494) -Fix: Really disable AI's in Multiplayer if you tell it so. In loaded games with
AI's the setting didn't take effect, resulting in immediate desyncs.
Diffstat (limited to 'ai/ai.c')
-rw-r--r--ai/ai.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/ai/ai.c b/ai/ai.c
index 8068227d0..f06ba06f6 100644
--- a/ai/ai.c
+++ b/ai/ai.c
@@ -170,8 +170,8 @@ void AI_RunGameLoop(void)
/* Don't do anything if ai is disabled */
if (!_ai.enabled) return;
- /* Don't do anything if we are a network-client */
- if (_networking && !_network_server) return;
+ /* Don't do anything if we are a network-client, or the AI has been disabled */
+ if (_networking && (!_network_server || !_patches.ai_in_multiplayer)) return;
/* New tick */
_ai.tick++;