(svn r18781) -Codechange: pass the CommandCost to the callback instead of whether it succeeded or not.
-Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
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@@ -43,10 +43,10 @@
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static int _rename_id = 1;
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static int _rename_what = -1;
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void CcGiveMoney(bool success, TileIndex tile, uint32 p1, uint32 p2)
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void CcGiveMoney(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
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{
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#ifdef ENABLE_NETWORK
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if (!success || !_settings_game.economy.give_money) return;
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if (result.Failed() || !_settings_game.economy.give_money) return;
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/* Inform the company of the action of one of it's clients (controllers). */
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char msg[64];
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@@ -112,9 +112,9 @@ bool HandlePlacePushButton(Window *w, int widget, CursorID cursor, HighLightStyl
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}
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void CcPlaySound10(bool success, TileIndex tile, uint32 p1, uint32 p2)
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void CcPlaySound10(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) SndPlayTileFx(SND_12_EXPLOSION, tile);
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if (result.Succeeded()) SndPlayTileFx(SND_12_EXPLOSION, tile);
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}
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#ifdef ENABLE_NETWORK
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