diff options
Diffstat (limited to 'src/settings.cpp')
-rw-r--r-- | src/settings.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/settings.cpp b/src/settings.cpp index 6d36f623b..9d4f52cab 100644 --- a/src/settings.cpp +++ b/src/settings.cpp @@ -538,7 +538,7 @@ static void IniSaveSettings(IniFile *ini, const SettingDesc *sd, const char *grp /* If the setting is not saved to the configuration * file, just continue with the next setting */ if (!SlIsObjectCurrentlyValid(sld->version_from, sld->version_to)) continue; - if (sld->conv & SLF_CONFIG_NO) continue; + if (sld->conv & SLF_NOT_IN_CONFIG) continue; /* XXX - wtf is this?? (group override?) */ s = strchr(sdb->name, '.'); @@ -1728,7 +1728,7 @@ bool SetSettingValue(uint index, int32 value, bool force_newgame) * (if any) to change. Also *hack*hack* we update the _newgame version * of settings 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) { + if (sd->save.conv & SLF_NO_NETWORK_SYNC) { void *var = GetVariableAddress(&GetGameSettings(), &sd->save); Write_ValidateSetting(var, sd, value); @@ -1826,7 +1826,7 @@ uint GetCompanySettingIndex(const char *name) bool SetSettingValue(uint index, const char *value, bool force_newgame) { const SettingDesc *sd = &_settings[index]; - assert(sd->save.conv & SLF_NETWORK_NO); + assert(sd->save.conv & SLF_NO_NETWORK_SYNC); if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ) { char **var = (char**)GetVariableAddress((_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game, &sd->save); |