(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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@@ -189,7 +189,7 @@ static void CalcEngineReliability(Engine *e)
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uint age = e->age;
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/* Check for early retirement */
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if (e->player_avail != 0 && !_settings.vehicle.never_expire_vehicles) {
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if (e->player_avail != 0 && !_settings_game.vehicle.never_expire_vehicles) {
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int retire_early = e->info.retire_early;
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uint retire_early_max_age = max(0, e->duration_phase_1 + e->duration_phase_2 - retire_early * 12);
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if (retire_early != 0 && age >= retire_early_max_age) {
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@@ -202,7 +202,7 @@ static void CalcEngineReliability(Engine *e)
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if (age < e->duration_phase_1) {
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uint start = e->reliability_start;
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e->reliability = age * (e->reliability_max - start) / e->duration_phase_1 + start;
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} else if ((age -= e->duration_phase_1) < e->duration_phase_2 || _settings.vehicle.never_expire_vehicles) {
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} else if ((age -= e->duration_phase_1) < e->duration_phase_2 || _settings_game.vehicle.never_expire_vehicles) {
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/* We are at the peak of this engines life. It will have max reliability.
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* This is also true if the engines never expire. They will not go bad over time */
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e->reliability = e->reliability_max;
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@@ -265,10 +265,10 @@ void StartupEngines()
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CalcEngineReliability(e);
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}
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e->lifelength = ei->lifelength + _settings.vehicle.extend_vehicle_life;
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e->lifelength = ei->lifelength + _settings_game.vehicle.extend_vehicle_life;
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/* prevent certain engines from ever appearing. */
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if (!HasBit(ei->climates, _settings.game_creation.landscape)) {
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if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) {
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e->flags |= ENGINE_AVAILABLE;
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e->player_avail = 0;
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}
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