forked from mirror/OpenTTD
(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
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@@ -36,7 +36,7 @@ bool GenerateTowns();
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void GenerateTrees();
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void StartupEconomy();
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void StartupPlayers();
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void StartupCompanies();
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void StartupDisasters();
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void InitializeGame(uint size_x, uint size_y, bool reset_date);
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@@ -126,7 +126,7 @@ static void _GenerateWorld(void *arg)
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/* These are probably pointless when inside the scenario editor. */
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SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
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StartupPlayers();
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StartupCompanies();
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IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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StartupEngines();
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IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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@@ -145,7 +145,7 @@ static void _GenerateWorld(void *arg)
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}
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ResetObjectToPlace();
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_local_player = _gw.lp;
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_local_company = _gw.lc;
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SetGeneratingWorldProgress(GWP_GAME_START, 1);
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/* Call any callback */
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@@ -259,15 +259,15 @@ void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
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_gw.active = true;
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_gw.abort = false;
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_gw.abortp = NULL;
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_gw.lp = _local_player;
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_gw.lc = _local_company;
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_gw.wait_for_draw = false;
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_gw.quit_thread = false;
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_gw.threaded = true;
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/* This disables some commands and stuff */
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SetLocalPlayer(PLAYER_SPECTATOR);
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SetLocalCompany(COMPANY_SPECTATOR);
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/* Make sure everything is done via OWNER_NONE */
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_current_player = OWNER_NONE;
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_current_company = OWNER_NONE;
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/* Set the date before loading sprites as some newgrfs check it */
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SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
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