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authorrubidium <rubidium@openttd.org>2009-11-17 14:06:28 +0000
committerrubidium <rubidium@openttd.org>2009-11-17 14:06:28 +0000
commit36a20894aa5a5311fff74d1167d83a584c56ab62 (patch)
treec322a85e0c7ad97ce6f51460fd3e603be8f33cac /src/saveload
parentadadabed04ddfaea1d601f8e501d092b9fab891f (diff)
downloadopenttd-36a20894aa5a5311fff74d1167d83a584c56ab62.tar.xz
(svn r18141) -Fix (r18051): one couldn't (easily) continue a game in single player that was 'not enough players'/'waiting on join'-paused
Diffstat (limited to 'src/saveload')
-rw-r--r--src/saveload/afterload.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 5b3e3f358..9b35c498b 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -411,6 +411,15 @@ bool AfterLoadGame()
/* Restore the signals */
ResetSignalHandlers();
return false;
+ } else if (!_networking || _network_server) {
+ /* If we are in single player, i.e. not networking, and loading the
+ * savegame or we are loading the savegame as network server we do
+ * not want to be bothered by being paused because of the automatic
+ * reason of a network server, e.g. joining clients or too few
+ * active clients. Note that resetting these values for a network
+ * client are very bad because then the client is going to execute
+ * the game loop when the server is not, i.e. it desyncs. */
+ _pause_mode &= ~PMB_PAUSED_NETWORK;
}
/* in very old versions, size of train stations was stored differently */