mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r294) -Fix: autorail always builds rail, instead of occasional rail removal (on pressing hotkey after pressing 'bulldozer')
-Fix: network fixes (Tron) -Some textfile changes, mainly URL's
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@ -1,6 +1,6 @@
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OPENTTD INGAME CONSOLE DOCUMENTATION
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OPENTTD INGAME CONSOLE DOCUMENTATION
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====================================
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====================================
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http://openttd.rulez.org/wiki2/index.php/OpenTTDDevBlackBook
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http://wiki.openttd.org/index.php/OpenTTDDevBlackBook
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for detailed information
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for detailed information
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HOTKEY: BACKQUOTE (aka tilde, the key left to "1")
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HOTKEY: BACKQUOTE (aka tilde, the key left to "1")
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25
network.c
25
network.c
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@ -951,14 +951,13 @@ static ClientState *AllocClient(SOCKET s)
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void NetworkSendReadyPacket()
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void NetworkSendReadyPacket()
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{
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{
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if ((!_network_ready_sent) && (_frame_counter + _network_ready_ahead >= _frame_counter_max)) {
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if ((!_network_ready_sent) && (_frame_counter + _network_ready_ahead >= _frame_counter_max)) {
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ReadyPacket *rp = malloc(sizeof(rp));
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ReadyPacket rp;
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ClientState *c = _clients;
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DEBUG(net,1) ("NET: %i] ready packet sent", _frame_counter);
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DEBUG(net,1) ("NET: %i] ready packet sent", _frame_counter);
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rp->packet_type = PACKET_TYPE_READY;
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rp.packet_type = PACKET_TYPE_READY;
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rp->packet_length = sizeof(rp);
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rp.packet_length = sizeof(rp);
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SendBytes(c, rp, sizeof(rp));
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SendBytes(_clients, &rp, sizeof(rp));
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_network_ready_sent = true;
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_network_ready_sent = true;
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}
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}
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}
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}
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@ -1911,20 +1910,18 @@ NetworkGameList * NetworkGameListItem(uint16 index)
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void NetworkGameFillDefaults()
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void NetworkGameFillDefaults()
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{
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{
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NetworkGameInfo * game = &_network_game;
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NetworkGameInfo * game = &_network_game;
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#if defined(WITH_REV)
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#if defined(WITH_REV)
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extern char _openttd_revision[];
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extern char _openttd_revision[];
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#endif
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#else
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const char _openttd_revision[] = "norev000";
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#endif
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DEBUG(net, 4) ("[NET][G-Info] setting defaults");
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DEBUG(net, 4) ("[NET][G-Info] setting defaults");
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ttd_strlcpy(game->server_name,"OpenTTD Game",13);
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ttd_strlcpy(game->server_name, "OpenTTD Game", sizeof(game->server_name));
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game->game_password[0]='\0';
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game->game_password[0]='\0';
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game->map_name[0]='\0';
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game->map_name[0]='\0';
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#if defined(WITH_REV)
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ttd_strlcpy(game->server_revision, _openttd_revision, sizeof(game->server_revision));
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ttd_strlcpy(game->server_revision,_openttd_revision,strlen(_openttd_revision));
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#else
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ttd_strlcpy(game->server_revision,"norev000",strlen("norev000"));
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#endif
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game->game_date=0;
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game->game_date=0;
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game->map_height=0;
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game->map_height=0;
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@ -810,6 +810,7 @@ void ShowBuildRailToolbar(int index, int button)
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w = AllocateWindowDesc(_build_rr_desc[index]);
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w = AllocateWindowDesc(_build_rr_desc[index]);
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}
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}
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_remove_button_clicked = false;
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if (w != NULL && button >= 0) _build_railroad_button_proc[button](w);
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if (w != NULL && button >= 0) _build_railroad_button_proc[button](w);
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}
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}
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@ -111,6 +111,7 @@ Several important non-standard controls:
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* Use Ctrl to place presignals
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* Use Ctrl to place presignals
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* Ctrl-d toggles double mode on win32
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* Ctrl-d toggles double mode on win32
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* Ingame console. More information at http://wiki.openttd.org/index.php/OpenTTDDevBlackBook
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6.0) Configuration File:
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6.0) Configuration File:
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@ -2253,8 +2253,8 @@ static void ChangeTrainDirRandomly(Vehicle *v)
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do {
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do {
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//I need to buffer the train direction
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//I need to buffer the train direction
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if (!v->u.rail.track & 0x40)
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if (!(v->u.rail.track & 0x40))
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v->direction = (v->direction + _random_dir_change[Random()&3]) & 7;
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v->direction = (v->direction + _random_dir_change[InteractiveRandom()&3]) & 7;
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if (!(v->vehstatus & VS_HIDDEN)) {
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if (!(v->vehstatus & VS_HIDDEN)) {
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BeginVehicleMove(v);
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BeginVehicleMove(v);
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UpdateTrainDeltaXY(v, v->direction);
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UpdateTrainDeltaXY(v, v->direction);
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@ -2274,13 +2274,13 @@ static void HandleCrashedTrain(Vehicle *v)
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CreateEffectVehicleRel(v, 4, 4, 8, EV_CRASHED_SMOKE);
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CreateEffectVehicleRel(v, 4, 4, 8, EV_CRASHED_SMOKE);
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}
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}
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if (state <= 200 && (uint16)(r=Random()) <= 0x2492) {
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if (state <= 200 && (uint16)(r=InteractiveRandom()) <= 0x2492) {
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index = (r * 10 >> 16);
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index = (r * 10 >> 16);
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u = v;
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u = v;
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do {
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do {
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if (--index < 0) {
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if (--index < 0) {
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r = Random();
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r = InteractiveRandom();
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CreateEffectVehicleRel(u,
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CreateEffectVehicleRel(u,
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2 + ((r>>8)&7),
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2 + ((r>>8)&7),
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