Codechange: Use EnumBitSet for PauseMode. (#13553)
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@@ -584,8 +584,8 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_98)) _gamelog.GRFAddList(_grfconfig);
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if (IsSavegameVersionBefore(SLV_119)) {
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_pause_mode = (_pause_mode == 2) ? PM_PAUSED_NORMAL : PM_UNPAUSED;
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} else if (_network_dedicated && (_pause_mode & PM_PAUSED_ERROR) != 0) {
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_pause_mode = (_pause_mode.base() == 2) ? PauseMode::Normal : PauseModes{};
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} else if (_network_dedicated && _pause_mode.Test(PauseMode::Error)) {
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Debug(net, 0, "The loading savegame was paused due to an error state");
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Debug(net, 0, " This savegame cannot be used for multiplayer");
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/* Restore the signals */
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@@ -599,7 +599,7 @@ bool AfterLoadGame()
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* active clients. Note that resetting these values for a network
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* client are very bad because then the client is going to execute
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* the game loop when the server is not, i.e. it desyncs. */
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_pause_mode &= ~PMB_PAUSED_NETWORK;
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_pause_mode.Reset({PauseMode::ActiveClients, PauseMode::Join});
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}
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/* In very old versions, size of train stations was stored differently.
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@@ -723,7 +723,7 @@ bool AfterLoadGame()
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switch (gcf_res) {
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case GLC_COMPATIBLE: ShowErrorMessage(STR_NEWGRF_COMPATIBLE_LOAD_WARNING, INVALID_STRING_ID, WL_CRITICAL); break;
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case GLC_NOT_FOUND: ShowErrorMessage(STR_NEWGRF_DISABLED_WARNING, INVALID_STRING_ID, WL_CRITICAL); _pause_mode = PM_PAUSED_ERROR; break;
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case GLC_NOT_FOUND: ShowErrorMessage(STR_NEWGRF_DISABLED_WARNING, INVALID_STRING_ID, WL_CRITICAL); _pause_mode = PauseMode::Error; break;
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default: break;
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}
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