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Change: No need to save AI/GS data when joining a multiplayer server #7292
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src/saveload/saveload.cpp
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@@ -63,6 +63,7 @@ SaveLoadVersion _sl_version; ///< the major savegame version identifier | |||
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE! | |||
char _savegame_format[8]; ///< how to compress savegames | |||
bool _do_autosave; ///< are we doing an autosave at the moment? | |||
bool _save_empty_script; ///< are we sending a map to a client over the nework? |
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Comment and variable name are... what?
src/ai/ai_core.cpp
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@@ -281,7 +282,7 @@ | |||
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/* static */ void AI::Save(CompanyID company) | |||
{ | |||
if (!_networking || _network_server) { | |||
if (!_networking || _network_server && !_save_empty_script) { |
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Additional parenthesis required.
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Okay, correct me if I am wrong: In general, it is very impolite to try the same thing again, expecting a different outcome, without arguing your case. Please consider making your case, instead of just trying again. |
Because clients do not load AI/GS. OpenTTD/src/saveload/ai_sl.cpp Lines 76 to 79 in 8139b14
OpenTTD/src/saveload/game_sl.cpp Lines 69 to 73 in 8139b14
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#6478