(svn r4268) - Delete the network-copy of the Patches struct as it is not needed anymore. All relevant patch-settings that are changed by a network-game are those that are saved with a savegame, so these are not affected for loaded games (since Patches are saved with them). Also there is a distinction between in-game patch settings and default patch settings and this is not affected in MP. Thus this temp copy can be removed.

pull/155/head
Darkvater 18 years ago
parent 6c3c1c22d3
commit 8e6e35226d

@ -40,10 +40,6 @@ struct Library *SocketBase = NULL;
// The listen socket for the server
static SOCKET _listensocket;
// Network copy of patches, so the patches of a client are not fucked up
// after he joined a server
static Patches network_tmp_patches;
// The amount of clients connected
static byte _network_clients_connected = 0;
// The index counter for new clients (is never decreased)
@ -651,8 +647,6 @@ static bool NetworkConnect(const char *hostname, int port)
ShowJoinStatusWindow();
memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
return true;
}
@ -1087,10 +1081,6 @@ void NetworkDisconnect(void)
free(p);
}
if (_networking && !_network_server) {
memcpy(&_patches, &network_tmp_patches, sizeof(_patches));
}
_networking = false;
_network_server = false;
}

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