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authorDarkvater <darkvater@openttd.org>2005-05-12 00:18:30 +0000
committerDarkvater <darkvater@openttd.org>2005-05-12 00:18:30 +0000
commitc626555f6848d71ead5b64ddbfddd483a29b1b7f (patch)
treed790be3fa8129c0c0146ef2a1e78c42a8d13bbf2 /dedicated.c
parent921cc4e94a7703816ff63e4f673eaa9d8a7da4ca (diff)
downloadopenttd-c626555f6848d71ead5b64ddbfddd483a29b1b7f.tar.xz
(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame().
- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands. - CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP. - CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
Diffstat (limited to 'dedicated.c')
-rw-r--r--dedicated.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/dedicated.c b/dedicated.c
index c2ee4f511..2ce1a7fa4 100644
--- a/dedicated.c
+++ b/dedicated.c
@@ -265,7 +265,7 @@ static int DedicatedVideoMainLoop(void)
/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
if (_switch_mode != SM_LOAD) {
_switch_mode = SM_NONE;
- DoCommandP(0, Random(), InteractiveRandom(), NULL, CMD_GEN_RANDOM_NEW_GAME);
+ GenRandomNewGame(Random(), InteractiveRandom());
} else {
_switch_mode = SM_NONE;
/* First we need to test if the savegame can be loaded, else we will end up playing the