From 40405368d52b0d1ab71145620a4e6ea94f451e5e Mon Sep 17 00:00:00 2001 From: Darkvater Date: Thu, 2 Mar 2006 02:22:15 +0000 Subject: (svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done --- functions.h | 1 + 1 file changed, 1 insertion(+) (limited to 'functions.h') diff --git a/functions.h b/functions.h index f33f0ce2c..a1895cd6e 100644 --- a/functions.h +++ b/functions.h @@ -227,6 +227,7 @@ void ShowEndGameChart(void); TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng); void AfterLoadTown(void); +void UpdatePatches(void); void GenRandomNewGame(uint32 rnd1, uint32 rnd2); void StartScenarioEditor(uint32 rnd1, uint32 rnd2); void AskExitGame(void); -- cgit v1.2.3-54-g00ecf