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-rw-r--r--src/network/network_client.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index d4d294146..a33e5c681 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -520,7 +520,7 @@ bool ClientNetworkGameSocketHandler::IsConnected()
* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
************/
-extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
+extern bool SafeLoad(const char *filename, FileOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
@@ -836,7 +836,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
/* The map is done downloading, load it */
ClearErrorMessages();
- bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
+ bool load_success = SafeLoad(NULL, FOP_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
/* Long savegame loads shouldn't affect the lag calculation! */
this->last_packet = _realtime_tick;