(svn r13255) -Codechange: move _opt to _settings.
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@@ -563,7 +563,7 @@ Player *DoStartupNewPlayer(bool is_ai)
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void StartupPlayers()
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{
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/* The AI starts like in the setting with +2 month max */
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_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
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_next_competitor_start = _settings.difficulty.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
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}
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static void MaybeStartNewPlayer()
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@@ -578,10 +578,10 @@ static void MaybeStartNewPlayer()
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}
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/* when there's a lot of computers in game, the probability that a new one starts is lower */
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if (n < (uint)_opt.diff.max_no_competitors &&
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if (n < (uint)_settings.difficulty.max_no_competitors &&
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n < (_network_server ?
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InteractiveRandomRange(_opt.diff.max_no_competitors + 2) :
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RandomRange(_opt.diff.max_no_competitors + 2)
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InteractiveRandomRange(_settings.difficulty.max_no_competitors + 2) :
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RandomRange(_settings.difficulty.max_no_competitors + 2)
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)) {
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/* Send a command to all clients to start up a new AI.
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* Works fine for Multiplayer and Singleplayer */
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@@ -589,7 +589,7 @@ static void MaybeStartNewPlayer()
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}
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/* The next AI starts like the difficulty setting said, with +2 month max */
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_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1;
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_next_competitor_start = _settings.difficulty.competitor_start_time * 90 * DAY_TICKS + 1;
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_next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
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}
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@@ -994,7 +994,7 @@ StringID EndGameGetPerformanceTitleFromValue(uint value)
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/** Save the highscore for the player */
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int8 SaveHighScoreValue(const Player *p)
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{
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HighScore *hs = _highscore_table[_opt.diff_level];
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HighScore *hs = _highscore_table[_settings.difficulty.diff_level];
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uint i;
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uint16 score = p->old_economy[0].performance_history;
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