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authorrubidium <rubidium@openttd.org>2008-05-29 15:13:28 +0000
committerrubidium <rubidium@openttd.org>2008-05-29 15:13:28 +0000
commit923e21129c94c36bb403e955a1f334ef34722e8b (patch)
tree59059f0a1aba0794fa770e8c9a19312e4ce300af /src/ai/ai.h
parent2a816fb685b373e38347f809bcdc7f2fdef0139c (diff)
downloadopenttd-923e21129c94c36bb403e955a1f334ef34722e8b.tar.xz
(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
Diffstat (limited to 'src/ai/ai.h')
-rw-r--r--src/ai/ai.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/ai/ai.h b/src/ai/ai.h
index 373cae191..e7c1b1f64 100644
--- a/src/ai/ai.h
+++ b/src/ai/ai.h
@@ -67,14 +67,14 @@ static inline bool AI_AllowNewAI()
/* If in network, and server, possible AI */
if (_networking && _network_server) {
/* Do we want AIs in multiplayer? */
- if (!_settings.ai.ai_in_multiplayer)
+ if (!_settings_game.ai.ai_in_multiplayer)
return false;
/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
* system, because all commands are delayed by at least 1 tick, which causes
* a big problem, because it uses variables that are only set AFTER the command
* is really executed... */
- if (!_settings.ai.ainew_active)
+ if (!_settings_game.ai.ainew_active)
return false;
}