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authorglx <glx@openttd.org>2007-05-04 22:45:37 +0000
committerglx <glx@openttd.org>2007-05-04 22:45:37 +0000
commit4b4fb32e8a4774c427c2b94aa714e6220ee2c5fb (patch)
treeac2204c309184d96934a6a244083a7bd2cc25cea /src/openttd.cpp
parentbc1901a6e41b2abc5a6db5ac89ff990d9427a170 (diff)
downloadopenttd-4b4fb32e8a4774c427c2b94aa714e6220ee2c5fb.tar.xz
(svn r9785) -Fix (r942, FS#765): only non dedicated servers can't have 0 players
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r--src/openttd.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 1ba3b5d46..44a3f0d53 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -1295,8 +1295,8 @@ bool AfterLoadGame()
/* If Load Scenario / New (Scenario) Game is used,
* a player does not exist yet. So create one here.
* 1 exeption: network-games. Those can have 0 players
- * But this exeption is not true for network_servers! */
- if (!_players[0].is_active && (!_networking || (_networking && _network_server)))
+ * But this exeption is not true for non dedicated network_servers! */
+ if (!_players[0].is_active && (!_networking || (_networking && _network_server && !_network_dedicated)))
DoStartupNewPlayer(false);
DoZoomInOutWindow(ZOOM_NONE, w); // update button status