(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.

This commit is contained in:
rubidium
2008-05-29 15:13:28 +00:00
parent 2a816fb685
commit 923e21129c
95 changed files with 915 additions and 880 deletions

View File

@@ -67,14 +67,14 @@ static inline bool AI_AllowNewAI()
/* If in network, and server, possible AI */
if (_networking && _network_server) {
/* Do we want AIs in multiplayer? */
if (!_settings.ai.ai_in_multiplayer)
if (!_settings_game.ai.ai_in_multiplayer)
return false;
/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
* system, because all commands are delayed by at least 1 tick, which causes
* a big problem, because it uses variables that are only set AFTER the command
* is really executed... */
if (!_settings.ai.ainew_active)
if (!_settings_game.ai.ainew_active)
return false;
}