Age | Commit message (Collapse) | Author |
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static const variables
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with company ID > 0 would be shown as if they were a spectator
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to spectators
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while joining, e.g. when entering a company's password. This caused the client to be in the wrong company (according to the rest of the clients) and the client being kicked on the first command
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construction. GRFIdentifier is sufficient though.
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subclassing it
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triggered the server to close the connection
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protocol and improve the naming of some variables
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if a header require a header make it include that header
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with a future (stable) release of OpenTTD.
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of using _local_company to pass that information, with the whole mess when you don't want the company to be _local_company.
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network_command.cpp; it's only ever used there.
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NetworkSend_Init() is useless
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for more consistency and distinguishability.
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3rdparty directory.
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relatives
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via command line when joining a server (based on patch by Progman, Ammler and planetmaker)
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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_local_company, but only as a storage location for the company you want to join in MP.
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PoolItem::IsValidID(index)
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companies, since joining an AI company is not possible.
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client_address.
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sources too
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as GameMode instead of as byte.
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color and colour.
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changing company.
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company window whenever the company is password protected
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the server and the clients themselves (dihedral)
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strings.
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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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thus unifying most of the validity checking too.
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location
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the network as it's bogus information anyway; e.g. the "do not send over network" flag as it will be set whenever the command is received from the server/client.
-Codechange: test earlier whether the command (send from the server) is actually valid.
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(not enough players)" fully translateable.
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