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authorrubidium <rubidium@openttd.org>2008-06-13 05:50:24 +0000
committerrubidium <rubidium@openttd.org>2008-06-13 05:50:24 +0000
commitf2404ac20f63b26d16203c2e2a26a143d0782495 (patch)
tree89e59834bed4428388f4a4365af4682031c3324a /src/players.cpp
parent5d828d8eee1a2cfcaf209b938b1845b42f11691e (diff)
downloadopenttd-f2404ac20f63b26d16203c2e2a26a143d0782495.tar.xz
(svn r13505) -Fix: clear the memory for the new AI during the loading of a savegame so it does not try to execute commands generated in a different savegame, which could be resulting in the AI trying to give orders to stations that do not exist.
Diffstat (limited to 'src/players.cpp')
-rw-r--r--src/players.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/players.cpp b/src/players.cpp
index 66338609d..a024cd47a 100644
--- a/src/players.cpp
+++ b/src/players.cpp
@@ -1270,8 +1270,11 @@ static void Load_PLYR()
_player_colors[index] = p->player_color;
/* This is needed so an AI is attached to a loaded AI */
- if (p->is_ai && (!_networking || _network_server) && _ai.enabled)
+ if (p->is_ai && (!_networking || _network_server) && _ai.enabled) {
+ /* Clear the memory of the new AI, otherwise we might be doing wrong things. */
+ memset(&_players_ainew[index], 0, sizeof(PlayerAiNew));
AI_StartNewAI(p->index);
+ }
}
}