mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r7312) -Fix: When loading a game from a dedicated server the local player global variable was
wrongly set to 0. In theory this allowed a dedicated server to also play. I see no history for this bug, but it has been there since the introduction of the dedicated server probably. Thanks peter1138 for bringing it to my attention and thanks myself for rewriting the code so this bug could surface ;p
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@ -759,7 +759,9 @@ void SwitchMode(int new_mode)
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LoadIntroGame();
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ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
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} else {
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_local_player = 0;
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/* Update the local player for a loaded game. It is either always
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* player #1 (eg 0) or in the case of a dedicated server a spectator */
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_local_player = _network_dedicated ? PLAYER_SPECTATOR : 0;
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DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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