Codechange: Move command arguments to the back of the networked command function calls.

This commit is contained in:
Michael Lutz
2021-10-03 17:15:48 +02:00
parent b6933a2ebd
commit 549caca39c
48 changed files with 265 additions and 236 deletions

View File

@@ -169,7 +169,7 @@ CommandCost CmdClearOrderBackup(TileIndex tile, DoCommandFlag flags, uint32 p1,
/* If it's not a backup of us, ignore it. */
if (ob->user != user) continue;
DoCommandP(0, 0, user, CMD_CLEAR_ORDER_BACKUP);
DoCommandP(CMD_CLEAR_ORDER_BACKUP, 0, 0, user);
return;
}
}
@@ -198,7 +198,7 @@ CommandCost CmdClearOrderBackup(TileIndex tile, DoCommandFlag flags, uint32 p1,
/* We need to circumvent the "prevention" from this command being executed
* while the game is paused, so use the internal method. Nor do we want
* this command to get its cost estimated when shift is pressed. */
DoCommandPInternal(ob->tile, 0, user, CMD_CLEAR_ORDER_BACKUP, nullptr, {}, true, false);
DoCommandPInternal(CMD_CLEAR_ORDER_BACKUP, nullptr, true, false, ob->tile, 0, user, {});
} else {
/* The command came from the game logic, i.e. the clearing of a tile.
* In that case we have no need to actually sync this, just do it. */