forked from mirror/OpenTTD
(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.
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@@ -83,7 +83,7 @@ void HashCurrentCompanyPassword()
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{
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if (StrEmpty(_network_player_info[_local_player].password)) return;
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_password_game_seed = _settings.game_creation.generation_seed;
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_password_game_seed = _settings_game.game_creation.generation_seed;
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ttd_strlcpy(_password_server_unique_id, _network_unique_id, sizeof(_password_server_unique_id));
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const char *new_pw = GenerateCompanyPasswordHash(_network_player_info[_local_player].password);
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