From 923e21129c94c36bb403e955a1f334ef34722e8b Mon Sep 17 00:00:00 2001 From: rubidium Date: Thu, 29 May 2008 15:13:28 +0000 Subject: (svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games. --- src/ai/ai.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/ai/ai.cpp') diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index b72efc921..fafafbc21 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -154,7 +154,7 @@ static void AI_RunTick(PlayerID player) Player *p = GetPlayer(player); _current_player = player; - if (_settings.ai.ainew_active) { + if (_settings_game.ai.ainew_active) { AiNewDoGameLoop(p); } else { /* Enable all kind of cheats the old AI needs in order to operate correctly... */ @@ -178,14 +178,14 @@ void AI_RunGameLoop() if (!_ai.enabled) return; /* Don't do anything if we are a network-client, or the AI has been disabled */ - if (_networking && (!_network_server || !_settings.ai.ai_in_multiplayer)) return; + if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return; /* New tick */ _ai.tick++; /* Make sure the AI follows the difficulty rule.. */ - assert(_settings.difficulty.competitor_speed <= 4); - if ((_ai.tick & ((1 << (4 - _settings.difficulty.competitor_speed)) - 1)) != 0) return; + assert(_settings_game.difficulty.competitor_speed <= 4); + if ((_ai.tick & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return; /* Check for AI-client (so joining a network with an AI) */ if (!_networking || _network_server) { -- cgit v1.2.3-54-g00ecf