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author | rubidium <rubidium@openttd.org> | 2007-03-01 00:58:09 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-03-01 00:58:09 +0000 |
commit | 66487d59fd5fdeb253361865cb4322347b0b18fb (patch) | |
tree | ebdcf69054797bb9fc5617433a69657bed21ed6f /src/network/network.h | |
parent | 3dc71e3484564a5a6546749ecf61d63d0de65879 (diff) | |
download | openttd-66487d59fd5fdeb253361865cb4322347b0b18fb.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.h | 2 |
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? |