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authorDarkvater <darkvater@openttd.org>2006-10-14 15:15:56 +0000
committerDarkvater <darkvater@openttd.org>2006-10-14 15:15:56 +0000
commit2dcdeb985d481ca44208d8d675eda31db7d4c9ff (patch)
tree2149ebda4f454f9dd52f174d0062275bb83fd28f /oldloader.c
parent91ac1fa1864d556127ba692f30d67df618fd7063 (diff)
downloadopenttd-2dcdeb985d481ca44208d8d675eda31db7d4c9ff.tar.xz
(svn r6771) -Codechange: Replace two macros with functions. IS_HUMAN_PLAYER and
IS_INTERACTIVE_PLAYER
Diffstat (limited to 'oldloader.c')
-rw-r--r--oldloader.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/oldloader.c b/oldloader.c
index 71a9f764c..0d1caf41b 100644
--- a/oldloader.c
+++ b/oldloader.c
@@ -997,7 +997,7 @@ static bool LoadOldPlayer(LoadgameState *ls, int num)
* really figured out as of now, p->ai.cur_veh; needed for 'sell vehicle'
* is NULL and the function will crash. To fix this, just change the state
* to some harmless state, like 'loop vehicle'; 1 */
- if (!IS_HUMAN_PLAYER(num) && p->ai.state == 20) p->ai.state = 1;
+ if (!IsHumanPlayer(num) && p->ai.state == 20) p->ai.state = 1;
if (p->is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(p->index);