From 0ca79e2fb86bc98288e179d045f70aa152eaf9f8 Mon Sep 17 00:00:00 2001 From: rubidium Date: Sun, 13 Jan 2008 01:39:22 +0000 Subject: (svn r11829) -Feature: allow reloading openttd.cfg when starting a new game on a dedicated server. Patch by dihedral. --- src/network/network.cpp | 2 ++ src/network/network.h | 1 + 2 files changed, 3 insertions(+) (limited to 'src/network') diff --git a/src/network/network.cpp b/src/network/network.cpp index 7040a4d71..e24da5053 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -38,6 +38,8 @@ extern const char _openttd_revision[]; #include "table/strings.h" +bool _network_reload_cfg; + /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */ assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE); diff --git a/src/network/network.h b/src/network/network.h index 7fd551704..98064dad0 100644 --- a/src/network/network.h +++ b/src/network/network.h @@ -211,6 +211,7 @@ VARDEF bool _network_server; ///< network-server is active VARDEF bool _network_available; ///< is network mode available? VARDEF bool _network_dedicated; ///< are we a dedicated server? VARDEF bool _network_advertise; ///< is the server advertising to the master server? +extern bool _network_reload_cfg; ///< will we reload the entire config for the next game? #else /* ENABLE_NETWORK */ /* Network function stubs when networking is disabled */ -- cgit v1.2.3-54-g00ecf