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authorrubidium <rubidium@openttd.org>2010-11-13 09:56:25 +0000
committerrubidium <rubidium@openttd.org>2010-11-13 09:56:25 +0000
commit30637a8340844abce2aab469295b4160d1f2d532 (patch)
tree9fd08dd8b612649aa6e27fa4f36ca4be3b587e97 /src/network
parent43f807a9189a1dde0260f40f8553bcc8050a3e1d (diff)
downloadopenttd-30637a8340844abce2aab469295b4160d1f2d532.tar.xz
(svn r21157) -Codechange: remove information about the text direction out of the language "list"
Diffstat (limited to 'src/network')
-rw-r--r--src/network/network.cpp2
-rw-r--r--src/network/network_gui.cpp4
2 files changed, 3 insertions, 3 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 69c238e25..050b644ba 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -207,7 +207,7 @@ void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_se
* right-to-left characters depending on the context. As the next text might be an user's name, the
* user name's characters will influence the direction of the "***" instead of the language setting
* of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
- char *msg_ptr = message + Utf8Encode(message, _dynlang.text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
+ char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
GetString(msg_ptr, strid, lastof(message));
DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index 8e312e5a5..6db9f5d1b 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -1543,7 +1543,7 @@ struct NetworkLobbyWindow : public Window {
void DrawMatrix(const Rect &r) const
{
- bool rtl = _dynlang.text_dir == TD_RTL;
+ bool rtl = _current_text_dir == TD_RTL;
uint left = r.left + WD_FRAMERECT_LEFT;
uint right = r.right - WD_FRAMERECT_RIGHT;
@@ -2064,7 +2064,7 @@ struct NetworkClientListWindow : Window {
{
if (widget != CLW_PANEL) return;
- bool rtl = _dynlang.text_dir == TD_RTL;
+ bool rtl = _current_text_dir == TD_RTL;
int icon_y_offset = 1 + (FONT_HEIGHT_NORMAL - 10) / 2;
uint y = r.top + WD_FRAMERECT_TOP;
uint left = r.left + WD_FRAMERECT_LEFT;