Change: When player joins network company, use its name instead of number in chat (#13263)

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Tyler Trahan 2025-01-31 14:02:17 -05:00 committed by GitHub
parent f8b1e3033f
commit a0fb98df53
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2 changed files with 11 additions and 4 deletions

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@ -2635,7 +2635,7 @@ STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH :waiting for lin
STR_NETWORK_MESSAGE_CLIENT_LEAVING :leaving
STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {RAW_STRING} has joined the game
STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {0:RAW_STRING} has joined the game (Client #{2:NUM})
STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {0:RAW_STRING} has joined company #{2:NUM}
STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {RAW_STRING} has joined {RAW_STRING}
STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {RAW_STRING} has joined spectators
STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {0:RAW_STRING} has started a new company (#{2:NUM})
STR_NETWORK_MESSAGE_CLIENT_LEFT :*** {0:RAW_STRING} has left the game ({2:STRING})

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@ -1997,11 +1997,18 @@ void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
cs->SendMove(client_id, company_id);
}
/* announce the client's move */
/* Announce the client's move. */
NetworkUpdateClientInfo(client_id);
NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
if (company_id == COMPANY_SPECTATOR) {
/* The client has joined spectators. */
NetworkServerSendChat(NETWORK_ACTION_COMPANY_SPECTATOR, DESTTYPE_BROADCAST, 0, "", client_id);
} else {
/* The client has joined another company. */
SetDParam(0, company_id);
std::string company_name = GetString(STR_COMPANY_NAME);
NetworkServerSendChat(NETWORK_ACTION_COMPANY_JOIN, DESTTYPE_BROADCAST, 0, company_name, client_id);
}
InvalidateWindowData(WC_CLIENT_LIST, 0);
}