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authorPatric Stout <truebrain@openttd.org>2021-05-04 20:43:35 +0200
committerPatric Stout <github@truebrain.nl>2021-05-08 17:26:10 +0200
commitb9ab3bd6b3f28b682bf5e155bf35d7cbb8b8224a (patch)
treeb9447572f8fa515729293740e66b969c8dd0e0b1 /src/network/network_internal.h
parentfc91f1d1b221435dee870d84690e834e753e39da (diff)
downloadopenttd-b9ab3bd6b3f28b682bf5e155bf35d7cbb8b8224a.tar.xz
Fix: only query a manually added server if it isn't there yet
But always mark it as manually, no matter if it was there or not.
Diffstat (limited to 'src/network/network_internal.h')
-rw-r--r--src/network/network_internal.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/network/network_internal.h b/src/network/network_internal.h
index 88af965cf..ac5472fe1 100644
--- a/src/network/network_internal.h
+++ b/src/network/network_internal.h
@@ -90,7 +90,7 @@ extern CompanyMask _network_company_passworded;
void NetworkTCPQueryServer(const std::string &connection_string, bool request_company_info = false);
void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
-struct NetworkGameList *NetworkAddServer(const std::string &connection_string);
+struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true);
void NetworkRebuildHostList();
void UpdateNetworkGameWindow();