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authorrubidium <rubidium@openttd.org>2009-01-23 22:35:48 +0000
committerrubidium <rubidium@openttd.org>2009-01-23 22:35:48 +0000
commit5ecd1be89d79268628cd5c9e7e096bcd95f8c9c2 (patch)
tree152070dd83ee4108cc54f50933d0c60e6d345170 /src/openttd.cpp
parent2722cabcce204b1903d2af6fd8c94f825c10a60d (diff)
downloadopenttd-5ecd1be89d79268628cd5c9e7e096bcd95f8c9c2.tar.xz
(svn r15243) -Fix [FS#2446]: rejoining a server would abort the join (and kick the client) because trying to join with an invalid player ID
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r--src/openttd.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 1150cabfa..101c7316c 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -1219,6 +1219,7 @@ void GameLoop()
if (_network_reconnect > 0 && --_network_reconnect == 0) {
/* This means that we want to reconnect to the last host
* We do this here, because it means that the network is really closed */
+ _network_playas = COMPANY_SPECTATOR;
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
}
/* Singleplayer */