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-rw-r--r--src/settings.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/settings.cpp b/src/settings.cpp
index b49833131..29343c280 100644
--- a/src/settings.cpp
+++ b/src/settings.cpp
@@ -1089,15 +1089,15 @@ static int32 CheckNoiseToleranceLevel(const char *value)
#ifdef ENABLE_NETWORK
-static int32 UpdateMinPlayers(int32 p1)
+static int32 UpdateMinActiveClients(int32 p1)
{
- CheckMinPlayers();
+ CheckMinActiveClients();
return 0;
}
-static int32 UpdatePlayerName(int32 p1)
+static int32 UpdateClientName(int32 p1)
{
- NetworkUpdatePlayerName();
+ NetworkUpdateClientName();
return 0;
}
@@ -1180,7 +1180,7 @@ static const SettingDescGlobVarList _misc_settings[] = {
SDTG_BOOL("large_aa", S, 0, _freetype.large_aa, false, STR_NULL, NULL),
#endif
SDTG_VAR("sprite_cache_size",SLE_UINT, S, 0, _sprite_cache_size, 4, 1, 64, 0, STR_NULL, NULL),
- SDTG_VAR("player_face", SLE_UINT32, S, 0, _player_face, 0,0,0xFFFFFFFF,0, STR_NULL, NULL),
+ SDTG_VAR("player_face", SLE_UINT32, S, 0, _company_manager_face,0,0,0xFFFFFFFF,0, STR_NULL, NULL),
SDTG_VAR("transparency_options", SLE_UINT, S, 0, _transparency_opt, 0,0,0x1FF,0, STR_NULL, NULL),
SDTG_VAR("transparency_locks", SLE_UINT, S, 0, _transparency_lock, 0,0,0x1FF,0, STR_NULL, NULL),
SDTG_VAR("invisibility_options", SLE_UINT, S, 0, _invisibility_opt, 0,0, 0xFF,0, STR_NULL, NULL),
@@ -1224,7 +1224,7 @@ static const SettingDesc _gameopt_settings[] = {
* It is also a bit tricky since you would think that service_interval
* for example doesn't need to be synched. Every client assigns the
* service_interval value to the v->service_interval, meaning that every client
- * assigns his value. If the setting was player-based, that would mean that
+ * assigns his value. If the setting was company-based, that would mean that
* vehicles could decide on different moments that they are heading back to a
* service depot, causing desyncs on a massive scale. */
const SettingDesc _patch_settings[] = {
@@ -1470,7 +1470,7 @@ const SettingDesc _patch_settings[] = {
SDTC_VAR(network.server_port, SLE_UINT16, S, NO,NETWORK_DEFAULT_PORT,0,65535,0,STR_NULL, NULL),
SDTC_BOOL(network.server_advertise, S, NO, false, STR_NULL, NULL),
SDTC_VAR(network.lan_internet, SLE_UINT8, S, NO, 0, 0, 1, 0, STR_NULL, NULL),
- SDTC_STR(network.player_name, SLE_STRB, S, 0, NULL, STR_NULL, UpdatePlayerName),
+ SDTC_STR(network.client_name, SLE_STRB, S, 0, NULL, STR_NULL, UpdateClientName),
SDTC_STR(network.server_password, SLE_STRB, S, NO, NULL, STR_NULL, UpdateServerPassword),
SDTC_STR(network.rcon_password, SLE_STRB, S, NO, NULL, STR_NULL, UpdateRconPassword),
SDTC_STR(network.default_company_pass, SLE_STRB, S, 0, NULL, STR_NULL, NULL),
@@ -1480,11 +1480,11 @@ const SettingDesc _patch_settings[] = {
SDTC_BOOL(network.autoclean_companies, S, NO, false, STR_NULL, NULL),
SDTC_VAR(network.autoclean_unprotected, SLE_UINT8, S,D0|NO, 12, 0, 240, 0, STR_NULL, NULL),
SDTC_VAR(network.autoclean_protected, SLE_UINT8, S,D0|NO, 36, 0, 240, 0, STR_NULL, NULL),
- SDTC_VAR(network.max_companies, SLE_UINT8, S, NO, 8, 1, MAX_PLAYERS, 0, STR_NULL, NULL),
+ SDTC_VAR(network.max_companies, SLE_UINT8, S, NO, 8, 1,MAX_COMPANIES,0, STR_NULL, NULL),
SDTC_VAR(network.max_clients, SLE_UINT8, S, NO, 10, 2, MAX_CLIENTS, 0, STR_NULL, NULL),
SDTC_VAR(network.max_spectators, SLE_UINT8, S, NO, 10, 0, MAX_CLIENTS, 0, STR_NULL, NULL),
SDTC_VAR(network.restart_game_year, SLE_INT32, S,D0|NO|NC,0, MIN_YEAR, MAX_YEAR, 1, STR_NULL, NULL),
- SDTC_VAR(network.min_players, SLE_UINT8, S, NO, 0, 0, 10, 0, STR_NULL, UpdateMinPlayers),
+ SDTC_VAR(network.min_active_clients, SLE_UINT8, S, NO, 0, 0, 10, 0, STR_NULL, UpdateMinActiveClients),
SDTC_OMANY(network.server_lang, SLE_UINT8, S, NO, 0, 35, "ANY|ENGLISH|GERMAN|FRENCH|BRAZILIAN|BULGARIAN|CHINESE|CZECH|DANISH|DUTCH|ESPERANTO|FINNISH|HUNGARIAN|ICELANDIC|ITALIAN|JAPANESE|KOREAN|LITHUANIAN|NORWEGIAN|POLISH|PORTUGUESE|ROMANIAN|RUSSIAN|SLOVAK|SLOVENIAN|SPANISH|SWEDISH|TURKISH|UKRAINIAN|AFRIKAANS|CROATIAN|CATALAN|ESTONIAN|GALICIAN|GREEK|LATVIAN", STR_NULL, NULL),
SDTC_BOOL(network.reload_cfg, S, NO, false, STR_NULL, NULL),
SDTC_STR(network.last_host, SLE_STRB, S, 0, "0.0.0.0", STR_NULL, NULL),
@@ -1899,9 +1899,9 @@ CommandCost CmdChangePatchSetting(TileIndex tile, uint32 flags, uint32 p1, uint3
bool SetPatchValue(uint index, int32 value)
{
const SettingDesc *sd = &_patch_settings[index];
- /* If an item is player-based, we do not send it over the network
+ /* If an item is company-based, we do not send it over the network
* (if any) to change. Also *hack*hack* we update the _newgame version
- * of patches because changing a player-based setting in a game also
+ * of patches because changing a company-based setting in a game also
* changes its defaults. At least that is the convention we have chosen */
if (sd->save.conv & SLF_NETWORK_NO) {
void *var = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save);
@@ -1916,7 +1916,7 @@ bool SetPatchValue(uint index, int32 value)
return true;
}
- /* send non-player-based settings over the network */
+ /* send non-company-based settings over the network */
if (!_networking || (_networking && _network_server)) {
return DoCommandP(0, index, value, NULL, CMD_CHANGE_PATCH_SETTING);
}