(svn r8701) -Codechange: replace magic numbers with enums for u.rail.track.
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@@ -2316,7 +2316,7 @@ void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, ui
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switch (type) {
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case VEH_Train:
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FOR_ALL_VEHICLES(v) {
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if (v->tile == tile && v->type == VEH_Train && v->u.rail.track == 0x80) {
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if (v->tile == tile && v->type == VEH_Train && v->u.rail.track == TRACK_BIT_DEPOT) {
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if (IsFrontEngine(v)) {
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if (engine_list == NULL) continue;
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if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
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@@ -2529,7 +2529,7 @@ void VehicleEnterDepot(Vehicle *v)
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case VEH_Ship:
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InvalidateWindowClasses(WC_SHIPS_LIST);
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v->u.ship.state = TRACK_BIT_SPECIAL;
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v->u.ship.state = TRACK_BIT_DEPOT;
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RecalcShipStuff(v);
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break;
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@@ -2737,10 +2737,10 @@ Trackdir GetVehicleTrackdir(const Vehicle* v)
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switch (v->type) {
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case VEH_Train:
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if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */
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if (v->u.rail.track == TRACK_BIT_DEPOT) /* We'll assume the train is facing outwards */
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return DiagdirToDiagTrackdir(GetRailDepotDirection(v->tile)); /* Train in depot */
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if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */
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if (v->u.rail.track == TRACK_BIT_WORMHOLE) /* train in tunnel, so just use his direction and assume a diagonal track */
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return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));
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return TrackDirectionToTrackdir(FindFirstTrack(v->u.rail.track), v->direction);
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