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-rw-r--r--src/network/network_client.cpp4
-rw-r--r--src/network/network_gui.cpp6
2 files changed, 5 insertions, 5 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index a33e5c681..edfe4587f 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, FileOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
+extern bool SafeLoad(const char *filename, SaveLoadOperation 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, FOP_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
+ bool load_success = SafeLoad(NULL, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
/* Long savegame loads shouldn't affect the lag calculation! */
this->last_packet = _realtime_tick;
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index c3aef5b0f..520c4f60a 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -1187,17 +1187,17 @@ struct NetworkStartServerWindow : public Window {
case WID_NSS_LOAD_GAME:
_is_network_server = true;
- ShowSaveLoadDialog(FT_SAVEGAME, FOP_LOAD);
+ ShowSaveLoadDialog(FT_SAVEGAME, SLO_LOAD);
break;
case WID_NSS_PLAY_SCENARIO:
_is_network_server = true;
- ShowSaveLoadDialog(FT_SCENARIO, FOP_LOAD);
+ ShowSaveLoadDialog(FT_SCENARIO, SLO_LOAD);
break;
case WID_NSS_PLAY_HEIGHTMAP:
_is_network_server = true;
- ShowSaveLoadDialog(FT_HEIGHTMAP,FOP_LOAD);
+ ShowSaveLoadDialog(FT_HEIGHTMAP,SLO_LOAD);
break;
}
}