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@ -600,12 +600,12 @@ TimeoutTimer<TimerGameTick> _new_competitor_timeout(0, []() {
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if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) return;
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/* count number of competitors */
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uint n = 0;
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uint8_t n = 0;
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for (const Company *c : Company::Iterate()) {
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if (c->is_ai) n++;
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}
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if (n >= (uint)_settings_game.difficulty.max_no_competitors) return;
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if (n >= _settings_game.difficulty.max_no_competitors) return;
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/* Send a command to all clients to start up a new AI.
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* Works fine for Multiplayer and Singleplayer */
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@ -720,8 +720,15 @@ void OnTick_Companies()
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int32_t timeout = _settings_game.difficulty.competitors_interval * 60 * TICKS_PER_SECOND;
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/* If the interval is zero, start as many competitors as needed then check every ~10 minutes if a company went bankrupt and needs replacing. */
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if (timeout == 0) {
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/* count number of competitors */
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uint8_t n = 0;
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for (const Company *cc : Company::Iterate()) {
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if (cc->is_ai) n++;
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}
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for (auto i = 0; i < _settings_game.difficulty.max_no_competitors; i++) {
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if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) break;
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if (n++ >= _settings_game.difficulty.max_no_competitors) break;
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Command<CMD_COMPANY_CTRL>::Post(CCA_NEW_AI, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
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}
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timeout = 10 * 60 * TICKS_PER_SECOND;
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