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author | Darkvater <darkvater@openttd.org> | 2006-01-31 22:16:15 +0000 |
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committer | Darkvater <darkvater@openttd.org> | 2006-01-31 22:16:15 +0000 |
commit | f2448ebfd4324b0c914e36b81801fc1ffa04da94 (patch) | |
tree | 763ef198108c0320af48fbac22bf9c998430da2d /openttd.c | |
parent | 9d07426a29817fbaddcb8f8c726e16a32bb123d0 (diff) | |
download | openttd-f2448ebfd4324b0c914e36b81801fc1ffa04da94.tar.xz |
(svn r3500) - Workaround the inaccurate count of spectators/companies that can happen in certain border-cases. For now just dynamically get this value when requested so it is always right. To do properly all player/client creation/destruction needs a hook for networking.
Diffstat (limited to 'openttd.c')
-rw-r--r-- | openttd.c | 7 |
1 files changed, 1 insertions, 6 deletions
@@ -762,13 +762,8 @@ void SwitchMode(int new_mode) _local_player = 0; DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog) #ifdef ENABLE_NETWORK - if (_network_server) { - /* If we have loaded a game we need to correctly update the company-count */ - const Player *p; - _network_game_info.companies_on = 0; - FOR_ALL_PLAYERS(p) {if (p->is_active) _network_game_info.companies_on++;} + if (_network_server) snprintf(_network_game_info.map_name, NETWORK_NAME_LENGTH, "%s (Loaded game)", _file_to_saveload.title); - } #endif /* ENABLE_NETWORK */ } break; |