forked from mirror/OpenTTD
(svn r2564) Fix: Fixed conceptual issue in network_gui.c. AllocateName is not meant to be used by GUI-code, because it modifies the "game-state".
Added a way to bind a C-string to an openttd string which doesn't modify the game state.
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@@ -614,11 +614,9 @@ static void PlayerCompanyWndProc(Window *w, WindowEvent *e)
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case 11: { /* Password protect company */
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#ifdef ENABLE_NETWORK
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if (!IsWindowOfPrototype(w, _other_player_company_widgets)) {
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StringID str;
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WP(w,def_d).byte_1 = 2;
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str = AllocateName(_network_player_info[_local_player].password, 0);
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ShowQueryString(str, STR_SET_COMPANY_PASSWORD, sizeof(_network_player_info[_local_player].password), 250, w->window_class, w->window_number);
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DeleteName(str);
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ShowQueryString(BindCString(_network_player_info[_local_player].password),
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STR_SET_COMPANY_PASSWORD, sizeof(_network_player_info[_local_player].password), 250, w->window_class, w->window_number);
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}
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#endif
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} break;
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