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authorrubidium <rubidium@openttd.org>2008-09-30 20:39:50 +0000
committerrubidium <rubidium@openttd.org>2008-09-30 20:39:50 +0000
commit3b798599b63067c2e92aa49906ea66a07ae8de44 (patch)
tree69fb7ae1d9bdadb9e7386cb70b0a26621ad9b57f /src/network/core/game.h
parentcc1e761edab14f8264dba44d09f7272d931bdd93 (diff)
downloadopenttd-3b798599b63067c2e92aa49906ea66a07ae8de44.tar.xz
(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
Diffstat (limited to 'src/network/core/game.h')
-rw-r--r--src/network/core/game.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/network/core/game.h b/src/network/core/game.h
index 6b8e989b3..714711fe4 100644
--- a/src/network/core/game.h
+++ b/src/network/core/game.h
@@ -17,7 +17,7 @@
/**
* This is the struct used by both client and server
* some fields will be empty on the client (like game_password) by default
- * and only filled with data a player enters.
+ * and only filled with data a client enters.
*/
struct NetworkServerGameInfo {
byte clients_on; ///< Current count of clients on server