Age | Commit message (Collapse) | Author |
|
|
|
client so it is immediatelly clear which one you are working with.
|
|
fileio_func.h so not everything that includes saveload.h needs to include everything else too.
|
|
constants.
|
|
as that's the only case chat messages are used. Furthermore remove any trace of chatmessages when compiling without network support.
|
|
|
|
|
|
with all other structs/classes that are in a pool.
|
|
name in the commands too.
|
|
|
|
-Fix: MP advertising was not advertising.
|
|
settings between NetworkSettings and NetworkGameInfo.
-Fix: failure of changing the server password during games because the password wasn't duplicated properly.
|
|
|
|
headers so that nothing from the network directory needs to include basically all network headers.
|
|
network/network_internal to settings.
|
|
settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
|
|
|
|
-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
|
|
initialised once and always with the same value with enums.
|
|
|
|
from openttd.h to their own headers.
|
|
something more than whitespace as description of files that don't have a description.
|
|
|
|
including other headers in variables.h.
|
|
operators.
|
|
the wonderfull world of overflows.
|
|
duplication.
|
|
to be included when wanting to know whether we are a server.
|
|
|
|
on a dedicated server. Patch by dihedral.
|
|
unneeded include from openttd.h.
|
|
|
|
move the debugdumpcommand stuff out of the network 'area').
|
|
when it's not necessary.
|
|
|
|
|
|
map.h).
|
|
-Codechange: Adapt the md5 algorithm to the OpenTTD source
|
|
logical place and remove about 50% of the includes of 'functions.h'
|
|
|
|
their respective places.
|
|
|
|
of FS#1482.
|
|
|
|
function and variables.
|
|
actual behaviour.
|
|
compile-time and server side only to aid debugging some desyncs, i.e. dump the stream of commands so it could be replayed in exactly the same way later. This should primarily be used to make desyncs more easily reproducable, so it can be properly debugged.
|
|
dedicated servers can have the little lang flag.
|
|
of players in the network game when they haven't joined the game yet.
|
|
|