Rename programmable signals to programmable pre-signals
This is to make it less unclear what they actually are and do
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@@ -253,12 +253,12 @@ static void GenericPlaceSignals(TileIndex tile)
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if (_program_signal_button) {
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if (IsPlainRailTile(tile) && HasTrack(tile, track) && HasSignalOnTrack(tile,track) && IsPresignalProgrammable(tile, track)) {
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// Show program gui if there is a programmable signal
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// Show program gui if there is a programmable pre-signal
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ShowSignalProgramWindow(SignalReference(tile, track));
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return;
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}
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// Don't display error here even though program-button is pressed and there is no programmable signal,
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// Don't display error here even though program-button is pressed and there is no programmable pre-signal,
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// instead just handle it normally. That way player can keep the program-button pressed all the time
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// to build slightly faster.
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}
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@@ -1608,7 +1608,7 @@ struct BuildSignalWindow : public PickerWindowBase {
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private:
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Dimension sig_sprite_size; ///< Maximum size of signal GUI sprites.
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int sig_sprite_bottom_offset; ///< Maximum extent of signal GUI sprite from reference point towards bottom.
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bool progsig_ui_shown; ///< Whether programmable signal UI is shown
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bool progsig_ui_shown; ///< Whether programmable pre-signal UI is shown
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/**
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* Draw dynamic a signal-sprite in a button in the signal GUI
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