(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.
This commit is contained in:
@@ -197,7 +197,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
|
||||
inline uint16 MaxTownNoise() const {
|
||||
if (this->population == 0) return 0; // no population? no noise
|
||||
|
||||
return ((this->population / _settings.economy.town_noise_population[_settings.difficulty.town_council_tolerance]) + 3);
|
||||
return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -207,7 +207,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
|
||||
*/
|
||||
inline TownLayout Town::GetActiveLayout() const
|
||||
{
|
||||
return (_settings.economy.town_layout == TL_RANDOM) ? this->layout : _settings.economy.town_layout;
|
||||
return (_settings_game.economy.town_layout == TL_RANDOM) ? this->layout : _settings_game.economy.town_layout;
|
||||
}
|
||||
|
||||
struct HouseSpec {
|
||||
|
Reference in New Issue
Block a user