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authorrubidium <rubidium@openttd.org>2007-03-01 00:58:09 +0000
committerrubidium <rubidium@openttd.org>2007-03-01 00:58:09 +0000
commit3e9cc1a6519a047d558115032c6b4dfcd707f105 (patch)
treeebdcf69054797bb9fc5617433a69657bed21ed6f /src/network/network.h
parent51d2dfa05d25d6dc7ba63a6501807562eacb47fc (diff)
downloadopenttd-3e9cc1a6519a047d558115032c6b4dfcd707f105.tar.xz
(svn r8949) -Codechange: only test the first NETWORK_REVISION_LENGTH - 1 characters when determining network compatability. This makes it possible to have 'long' branch names while still being able to play network games.
Diffstat (limited to 'src/network/network.h')
-rw-r--r--src/network/network.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/network/network.h b/src/network/network.h
index d5306af30..4ea8ce9e7 100644
--- a/src/network/network.h
+++ b/src/network/network.h
@@ -178,6 +178,8 @@ bool NetworkClientConnectGame(const char *host, uint16 port);
void NetworkReboot(void);
void NetworkDisconnect(void);
+bool IsNetworkCompatibleVersion(const char *version);
+
VARDEF bool _network_server; ///< network-server is active
VARDEF bool _network_available; ///< is network mode available?
VARDEF bool _network_dedicated; ///< are we a dedicated server?