Fix: Don't send unused tile field over the network (#10507)
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@@ -108,7 +108,7 @@ void UpdateNetworkGameWindow();
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*/
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struct CommandPacket {
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/** Make sure the pointer is nullptr. */
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CommandPacket() : next(nullptr), company(INVALID_COMPANY), frame(0), my_cmd(false), tile(0) {}
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CommandPacket() : next(nullptr), company(INVALID_COMPANY), frame(0), my_cmd(false) {}
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CommandPacket *next; ///< the next command packet (if in queue)
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CompanyID company; ///< company that is executing the command
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uint32 frame; ///< the frame in which this packet is executed
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@@ -117,7 +117,6 @@ struct CommandPacket {
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Commands cmd; ///< command being executed.
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StringID err_msg; ///< string ID of error message to use.
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CommandCallback *callback; ///< any callback function executed upon successful completion of the command.
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TileIndex tile; ///< location of the command (for e.g. error message or effect display).
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CommandDataBuffer data; ///< command parameters.
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};
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