Age | Commit message (Collapse) | Author |
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(without changing the map array) and make the CompanyIDs contiguous.
-Note: 15 should be enough for now... making it any more means adding more bytes to the map array and thus wasting more bits instead of reducing the bit waste.
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networkclientinfo structs to be in a contiguous piece of memory and put them in a pool.
-Note: 255 should really be enough for now... making it any more means network protocol bumps.
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-Fix: don't show clients that are "only" in the lobby.
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replace looping socket structs with info structs when the loop is only interested in the info structs (i.e. not derefing the info from sockets when one can loop info directly and the socket isn't used)
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network related company information.
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identification ids and the indices into the clients/client info arrays.
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on the maximum number of clients, not the maximum number of companies.
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and strecpy where direct conversion is possible
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they will not overflow their buffers.
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HandleEditBox function (Zuu)
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client so it is immediatelly clear which one you are working with.
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ShowQueryString()
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as that's the only case chat messages are used. Furthermore remove any trace of chatmessages when compiling without network support.
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configurable.
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toolbar and dropdown guis.
Mostly forgotten ones.
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DrawFrameRect usage
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"start server window"'s list of scenarios.
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server list. Patch by Pegasus.
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with all other structs/classes that are in a pool.
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were printed, otherwise the text could change due to the few number of slots that could be used to bind.
-Codechange: remove all BindCString and related functions and replace it by RAW_STRING which prints the C-string raw pointer that is on the 'print stack'.
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-Fix: MP advertising was not advertising.
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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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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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Window constructors.
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OnKeyPress/OnCTRLStateChange to make it obvious what the return values mean.
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window_gui.h only needs to be included in *_gui.cpp.
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the Window class and remove Window from their naming.
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SelectPlayerFaceWindow children of PlayerCompanyWindow.
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