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authorNiels Martin Hansen <nielsm@indvikleren.dk>2018-05-24 19:40:54 +0200
committerMichael Lutz <michi@icosahedron.de>2018-06-23 15:22:31 +0200
commit4fb76db42f886ff21a9f60fc89c786de79d79705 (patch)
treee98db0834c6797a1b87a43ccc14479917855c2c3 /src/settings_type.h
parent11ba094582ae3eb8ed20f2f47938e18a827d6163 (diff)
downloadopenttd-4fb76db42f886ff21a9f60fc89c786de79d79705.tar.xz
Feature #986: Automatic save when losing connection to a network game
Diffstat (limited to 'src/settings_type.h')
-rw-r--r--src/settings_type.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/settings_type.h b/src/settings_type.h
index fc4059c7b..f9cc00f3a 100644
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -114,6 +114,7 @@ struct GUISettings {
bool threaded_saves; ///< should we do threaded saves?
bool keep_all_autosave; ///< name the autosave in a different way
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
+ bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
bool population_in_label; ///< show the population of a town in his label?