Codechange: Template DoCommandP to automagically reflect the parameters of the command proc.
When finished, this will allow each command handler to take individually different parameters, obliviating the need for bit-packing.
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@@ -66,6 +66,7 @@
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#include "framerate_type.h"
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#include "industry.h"
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#include "network/network_gui.h"
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#include "misc_cmd.h"
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#include "linkgraph/linkgraphschedule.h"
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@@ -851,7 +852,7 @@ static void MakeNewGameDone()
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/* In a dedicated server, the server does not play */
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if (!VideoDriver::GetInstance()->HasGUI()) {
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OnStartGame(true);
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if (_settings_client.gui.pause_on_newgame) DoCommandP(CMD_PAUSE, 0, PM_PAUSED_NORMAL, 1);
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if (_settings_client.gui.pause_on_newgame) Command<CMD_PAUSE>::Post(0, PM_PAUSED_NORMAL, 1, {});
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return;
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}
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@@ -880,7 +881,7 @@ static void MakeNewGameDone()
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NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
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}
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if (_settings_client.gui.pause_on_newgame) DoCommandP(CMD_PAUSE, 0, PM_PAUSED_NORMAL, 1);
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if (_settings_client.gui.pause_on_newgame) Command<CMD_PAUSE>::Post(0, PM_PAUSED_NORMAL, 1, {});
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CheckEngines();
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CheckIndustries();
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@@ -1045,7 +1046,7 @@ void SwitchToMode(SwitchMode new_mode)
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}
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OnStartGame(_network_dedicated);
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/* Decrease pause counter (was increased from opening load dialog) */
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DoCommandP(CMD_PAUSE, 0, PM_PAUSED_SAVELOAD, 0);
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Command<CMD_PAUSE>::Post(0, PM_PAUSED_SAVELOAD, 0, {});
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}
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break;
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}
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@@ -1067,7 +1068,7 @@ void SwitchToMode(SwitchMode new_mode)
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SetLocalCompany(OWNER_NONE);
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_settings_newgame.game_creation.starting_year = _cur_year;
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/* Cancel the saveload pausing */
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DoCommandP(CMD_PAUSE, 0, PM_PAUSED_SAVELOAD, 0);
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Command<CMD_PAUSE>::Post(0, PM_PAUSED_SAVELOAD, 0, {});
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} else {
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
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