(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.
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@@ -1191,7 +1191,7 @@ struct PlayerCompanyWindow : Window
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this->SetWidgetHiddenState(PCW_WIDGET_COMPANY_PASSWORD, !local || !_networking);
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if (!local) {
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if (_settings.economy.allow_shares) { // Shares are allowed
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if (_settings_game.economy.allow_shares) { // Shares are allowed
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/* If all shares are owned by someone (none by nobody), disable buy button */
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this->SetWidgetDisabledState(PCW_WIDGET_BUY_SHARE, GetAmountOwnedBy(p, PLAYER_SPECTATOR) == 0 ||
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/* Only 25% left to buy. If the player is human, disable buying it up.. TODO issues! */
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@@ -1477,7 +1477,7 @@ struct EndGameWindow : EndGameHighScoreBaseWindow {
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} else {
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/* in single player _local player is always valid */
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const Player *p = GetPlayer(_local_player);
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this->window_number = _settings.difficulty.diff_level;
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this->window_number = _settings_game.difficulty.diff_level;
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this->rank = SaveHighScoreValue(p);
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}
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@@ -1545,7 +1545,7 @@ struct HighScoreWindow : EndGameHighScoreBaseWindow
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this->SetupHighScoreEndWindow(&x, &y);
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SetDParam(0, _settings.gui.ending_year);
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SetDParam(0, _settings_client.gui.ending_year);
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SetDParam(1, this->window_number + STR_6801_EASY);
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DrawStringMultiCenter(x + (640 / 2), y + 62, !_networking ? STR_0211_TOP_COMPANIES_WHO_REACHED : STR_TOP_COMPANIES_NETWORK_GAME, 500);
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