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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@@ -61,7 +61,7 @@ enum {
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/** Packet that wraps a command */
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struct CommandPacket {
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CommandPacket *next; ///< the next command packet (if in queue)
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PlayerByte player; ///< player that is executing the command
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CompanyByte company; ///< company that is executing the command
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uint32 cmd; ///< command being executed
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uint32 p1; ///< parameter p1
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uint32 p2; ///< parameter p2
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@@ -81,7 +81,7 @@ enum ClientStatus {
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STATUS_MAP, ///< The client is downloading the map
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STATUS_DONE_MAP, ///< The client has downloaded the map
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STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
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STATUS_ACTIVE, ///< The client is an active player in the game
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STATUS_ACTIVE, ///< The client is active within in the game
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};
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/** Base socket handler for all TCP sockets */
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