forked from mirror/OpenTTD
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
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@@ -673,6 +673,8 @@ static const PatchPage _patches_page[] = {
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{_patches_ai, lengthof(_patches_ai)},
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};
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extern Patches _patches_newgame;
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/** The main patches window. Shows a number of categories on top and
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* a selection of patches in that category.
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* Uses WP(w, def_d) macro - data_1, data_2, data_3 */
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@@ -682,7 +684,7 @@ static void PatchesSelectionWndProc(Window *w, WindowEvent *e)
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switch (e->event) {
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case WE_CREATE:
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patches_ptr = &_patches;
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patches_ptr = (_game_mode == GM_MENU) ? &_patches_newgame : &_patches;
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break;
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case WE_PAINT: {
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