(svn r19429) -Fix: when the title game contains an AIPL block the AI settinsg where overwritten by those from the title game
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@@ -1202,7 +1202,7 @@ static void AILoadConfig(IniFile *ini, const char *grpname)
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/* Clean any configured AI */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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AIConfig::GetConfig(c, true)->ChangeAI(NULL);
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AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME)->ChangeAI(NULL);
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}
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/* If no group exists, return */
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@@ -1210,7 +1210,7 @@ static void AILoadConfig(IniFile *ini, const char *grpname)
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CompanyID c = COMPANY_FIRST;
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for (item = group->item; c < MAX_COMPANIES && item != NULL; c++, item = item->next) {
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AIConfig *config = AIConfig::GetConfig(c, true);
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AIConfig *config = AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME);
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config->ChangeAI(item->name);
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if (!config->HasAI()) {
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@@ -1313,7 +1313,7 @@ static void AISaveConfig(IniFile *ini, const char *grpname)
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group->Clear();
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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AIConfig *config = AIConfig::GetConfig(c, true);
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AIConfig *config = AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME);
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const char *name;
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char value[1024];
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config->SettingsToString(value, lengthof(value));
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