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authorDarkvater <Darkvater@openttd.org>2006-01-25 19:03:50 +0000
committerDarkvater <Darkvater@openttd.org>2006-01-25 19:03:50 +0000
commitf14df347905bfd6e61bf514ba8d293f06fdd58fd (patch)
tree75d7c397982c18c2480f8bf3c9c44629f76776f3 /network.h
parent195619a4f9f18c8c97ede04388a70335960f380d (diff)
downloadopenttd-f14df347905bfd6e61bf514ba8d293f06fdd58fd.tar.xz
(svn r3429) - Feature (Followup): Change the gamelist window to accomodate for the new information.
Diffstat (limited to 'network.h')
-rw-r--r--network.h4
1 files changed, 1 insertions, 3 deletions
diff --git a/network.h b/network.h
index 6bcfec530..b8840ded7 100644
--- a/network.h
+++ b/network.h
@@ -66,6 +66,7 @@ typedef struct NetworkGameInfo {
char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
// It even shows a SVN version in release-version, so
// it is easy to compare if a server is of the correct version
+ bool compatible; // Can we connect to this server or not? (based on server_revision)
byte server_lang; // Language of the server (we should make a nice table for this)
byte use_password; // Is set to != 0 if it uses a password
char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
@@ -157,9 +158,6 @@ VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a s
// networking settings
VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs
-VARDEF uint16 _network_game_count;
-
-VARDEF uint16 _network_lobby_company_count;
VARDEF uint _network_server_port;
/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of