Merge branch 'master' into jgrpp
# Conflicts: # src/aircraft_cmd.cpp # src/autoreplace_cmd.cpp # src/pathfinder/follow_track.hpp # src/pathfinder/yapf/yapf_rail.cpp # src/saveload/afterload.cpp # src/saveload/saveload.cpp # src/script/api/ai/ai_station.hpp.sq # src/script/api/game/game_station.hpp.sq # src/script/api/script_station.hpp # src/track_func.h # src/vehicle_base.h
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@@ -427,6 +427,9 @@ void MakeNewgameSettingsLive()
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_settings_game.ai_config[c] = NULL;
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if (_settings_newgame.ai_config[c] != NULL) {
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_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
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if (!AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->HasScript()) {
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AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(NULL);
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}
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}
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}
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_settings_game.game_config = NULL;
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@@ -1082,9 +1085,9 @@ static void MakeNewEditorWorld()
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* Load the specified savegame but on error do different things.
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* If loading fails due to corrupt savegame, bad version, etc. go back to
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* a previous correct state. In the menu for example load the intro game again.
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* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
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* @param newgm switch to this mode of loading fails due to some unknown error
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* @param filename file to be loaded
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* @param fop mode of loading, always SLO_LOAD
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* @param newgm switch to this mode of loading fails due to some unknown error
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* @param subdir default directory to look for filename, set to 0 if not needed
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* @param lf Load filter to use, if NULL: use filename + subdir.
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*/
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