@@ -20,7 +20,7 @@
#include "hal.h"
#include "airport.h"
#include "saveload.h"
#include "ai.h"
#include "console.h"
#include <stdarg.h>
@@ -75,7 +75,7 @@ void CDECL debug(const char *s, ...)
va_start(va, s);
vsprintf(buf, s, va);
va_end(va);
fprintf(stderr, "dbg: %s\n", buf);
IConsoleDebug((byte *) &buf);
}
@@ -571,7 +571,7 @@ int ttd_main(int argc, char* argv[])
MxInitialize(11025, "sample.cat");
// This must be done early, since functions use the InvalidateWindow* calls
InitWindowSystem();
GfxLoadSprites();
LoadStringWidthTable();
@@ -597,13 +597,13 @@ int ttd_main(int argc, char* argv[])
NetworkCoreConnectGame("auto",_network_server_port);
// initialize the ingame console
IConsoleInit();
while (_video_driver->main_loop() == ML_SWITCHDRIVER) {}
IConsoleFree();
if (_network_available) {
// shutdown network-core
@@ -642,7 +642,7 @@ void LoadIntroGame()
_opt_mod_ptr = &_new_opt;
>
// Setup main window
SetupColorsAndInitialWindow();
@@ -750,8 +750,10 @@ void StartScenario()
StartupEngines();
StartupDisasters();
// Create a single player
DoStartupNewPlayer(false);
// When starting a scenario, is it really a load..
// and in AfterLoad a player is started when it is
// a scenario.. so we do not need it here.
// DoStartupNewPlayer(false);
_local_player = 0;
@@ -782,7 +784,7 @@ bool SafeSaveOrLoad(const char *filename
static void SwitchMode(int new_mode)
{
_in_state_game_loop = true;
switch(new_mode) {
case SM_EDITOR: // Switch to scenario editor
@@ -1133,6 +1135,11 @@ bool AfterLoadGame(uint version)
if (version <= 0x400) {
CheckIsPlayerActive();
// If Load Scenario / New (Scenario) Game is used,
// a player does not exist yet. So create one here.
if (!_players[0].is_active)
DoZoomInOut(ZOOM_NONE); // update button status
MarkWholeScreenDirty();
Status change: