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Change: When player joins network company, use its name instead of number in chat (#13263)
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@ -2635,7 +2635,7 @@ STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH :waiting for lin
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STR_NETWORK_MESSAGE_CLIENT_LEAVING :leaving
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STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {RAW_STRING} has joined the game
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STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {0:RAW_STRING} has joined the game (Client #{2:NUM})
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STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {0:RAW_STRING} has joined company #{2:NUM}
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STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {RAW_STRING} has joined {RAW_STRING}
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STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {RAW_STRING} has joined spectators
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STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {0:RAW_STRING} has started a new company (#{2:NUM})
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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)
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cs->SendMove(client_id, company_id);
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}
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/* announce the client's move */
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/* Announce the client's move. */
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NetworkUpdateClientInfo(client_id);
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NetworkAction action = (company_id == COMPANY_SPECTATOR) ? NETWORK_ACTION_COMPANY_SPECTATOR : NETWORK_ACTION_COMPANY_JOIN;
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NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
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if (company_id == COMPANY_SPECTATOR) {
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/* The client has joined spectators. */
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NetworkServerSendChat(NETWORK_ACTION_COMPANY_SPECTATOR, DESTTYPE_BROADCAST, 0, "", client_id);
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} else {
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/* The client has joined another company. */
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SetDParam(0, company_id);
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std::string company_name = GetString(STR_COMPANY_NAME);
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NetworkServerSendChat(NETWORK_ACTION_COMPANY_JOIN, DESTTYPE_BROADCAST, 0, company_name, client_id);
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}
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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}
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