(svn r14712) -Codechange: split server and client side w.r.t. the storage of network related company information.
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@@ -50,8 +50,8 @@ bool _network_available; ///< is network mode available?
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bool _network_dedicated; ///< are we a dedicated server?
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bool _is_network_server; ///< Does this client wants to be a network-server?
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NetworkServerGameInfo _network_game_info;
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NetworkCompanyInfo _network_company_info[MAX_COMPANIES];
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NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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NetworkCompanyState _network_company_states[MAX_COMPANIES];
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ClientID _network_own_client_id;
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ClientID _redirect_console_to_client;
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bool _network_need_advertise;
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@@ -691,7 +691,7 @@ static void NetworkInitialize()
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// Clean the client_info memory
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memset(&_network_client_info, 0, sizeof(_network_client_info));
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memset(&_network_company_info, 0, sizeof(_network_company_info));
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memset(&_network_company_states, 0, sizeof(_network_company_states));
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_sync_frame = 0;
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_network_first_time = true;
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