@@ -359,38 +359,38 @@ CommandCost CmdGiveMoney(TileIndex tile,
SubtractMoneyFromPlayer(CommandCost(-amount.GetCost()));
_current_player = old_cp;
}
/* Subtract money from local-player */
return amount;
/** Change difficulty level/settings (server-only).
* We cannot really check for valid values of p2 (too much work mostly); stored
* in file 'settings_gui.c' _game_setting_info[]; we'll just trust the server it knows
* what to do and does this correctly
* @param tile unused
* @param flags operation to perform
* @param p1 the difficulty setting being changed. If it is -1, the difficulty level
* itself is changed. The new value is inside p2
* @param p2 new value for a difficulty setting or difficulty level
*/
CommandCost CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (p1 != (uint32)-1L && ((int32)p1 >= GAME_DIFFICULTY_NUM || (int32)p1 < 0)) return CMD_ERROR;
if (flags & DC_EXEC) {
if (p1 != (uint32)-1L) {
((int*)&_opt_ptr->diff)[p1] = p2;
((GDType*)&_opt_ptr->diff)[p1] = p2;
_opt_ptr->diff_level = 3; // custom difficulty level
} else {
_opt_ptr->diff_level = p2;
/* If we are a network-client, update the difficult setting (if it is open).
* Use this instead of just dirtying the window because we need to load in
* the new difficulty settings */
if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL)
ShowGameDifficulty();
return CommandCost();