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(svn r13685) [0.6] -Backport from trunk:
- Fix: In the case that elrails and 'realistic' acceleration are disabled all electrified engines would have no power on load, until the vehicle got turned around, loaded or got into a depot [FS#2102] (r13681) - Fix: Saving TTD imported games in recession failed due to wrong (and unneeded) type conversions in the saveload code [FS#2131] (r13679) - Fix: Inactive companies from old (TTD) saves could be marked active in some cases, which then loads garbage in their statistics and such [FS#2126] (r13676) - Fix: Desync when building electrified trains on a dedicated server that was started with electrification disabled [FS#2122] (r13673) - Fix: Clear the memory for the new AI during the loading of a savegame so it does not try to execute commands generated in a different savegame, which could be resulting in the AI trying to give orders to stations that do not exist (r13505) - Fix: Loading of very old OpenTTD savegames was broken (r13373)
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@@ -993,9 +993,13 @@ static bool LoadOldPlayer(LoadgameState *ls, int num)
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if (!LoadChunk(ls, p, player_chunk)) return false;
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if (_old_string_id == 0) {
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p->is_active = false;
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return true;
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}
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p->name_1 = RemapOldStringID(_old_string_id);
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p->president_name_1 = RemapOldStringID(_old_string_id_2);
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p->player_money = p->player_money;
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_players_ai[_current_player_id].tick = ai_tick;
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if (num == 0) {
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@@ -1540,7 +1544,7 @@ static const OldChunks main_chunk[] = {
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OCL_VAR ( OC_FILE_U32 | OC_VAR_I64, 1, &_economy.max_loan ),
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OCL_VAR ( OC_FILE_U32 | OC_VAR_I64, 1, &_economy.max_loan_unround ),
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OCL_VAR ( OC_FILE_U16 | OC_VAR_U32, 1, &_economy.fluct ),
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OCL_VAR ( OC_INT16, 1, &_economy.fluct ),
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OCL_VAR ( OC_UINT16, 1, &_disaster_delay ),
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