Age | Commit message (Collapse) | Author |
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the server and the clients themselves (dihedral)
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names (based on patch by dihedral)
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structure so we can pass either one of them and not convert an ip to a string and then back again.
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by Zuu)
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configured one, not a random (Yexo)
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instead of hoping you understand the internals of a change AI routine (to avoid possible mistakes in the future)
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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min_clients
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(optional) parameter.
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#include dependencies.
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ClientIndex
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network related company information.
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field for changing the password on clients.
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identification ids and the indices into the clients/client info arrays.
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and strecpy where direct conversion is possible
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client so it is immediatelly clear which one you are working with.
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fileio_func.h so not everything that includes saveload.h needs to include everything else too.
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like it's done for other list_* console commands
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with all other structs/classes that are in a pool.
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to.Patch by Yexo
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crashes to simplify debugging. See readme.txt for details
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settings between NetworkSettings and NetworkGameInfo.
-Fix: failure of changing the server password during games because the password wasn't duplicated properly.
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-Cleanup: some reincarnations of _fios_items in the code
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headers so that nothing from the network directory needs to include basically all network headers.
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the patch command.
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network/network_internal to settings.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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initialised once and always with the same value with enums.
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client but do directly execute those on the server.
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something more than whitespace as description of files that don't have a description.
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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on a dedicated server. Patch by dihedral.
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unneeded include from openttd.h.
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when it's not necessary.
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