Merge branch 'master' into jgrpp
# Conflicts: # src/3rdparty/fmt/core.h # src/command_type.h # src/console_cmds.cpp # src/core/overflowsafe_type.hpp # src/landscape.cpp # src/network/network.cpp # src/newgrf_object.h # src/object_cmd.cpp # src/order_gui.cpp # src/saveload/vehicle_sl.cpp # src/script/api/script_industrytype.cpp # src/script/api/script_object.hpp # src/script/api/script_town.cpp # src/table/object_land.h # src/timetable_cmd.cpp # src/tree_cmd.cpp # src/vehicle_gui.cpp # src/window.cpp
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@@ -3878,7 +3878,7 @@ public:
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if (_ctrl_pressed) {
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ShowExtraViewportWindow(TileVirtXY(v->x_pos, v->y_pos));
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} else {
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const Window *mainwindow = FindWindowById(WC_MAIN_WINDOW, 0);
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const Window *mainwindow = GetMainWindow();
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if (click_count > 1 && mainwindow->viewport->zoom < ZOOM_LVL_DRAW_MAP) {
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/* main window 'follows' vehicle */
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mainwindow->viewport->follow_vehicle = v->index;
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@@ -3949,8 +3949,8 @@ public:
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{
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/* If the hotkey is not for any widget in the UI (i.e. for honking) */
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if (hotkey == WID_VV_HONK_HORN) {
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const Window* mainwindow = FindWindowById(WC_MAIN_WINDOW, 0);
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const Vehicle* v = Vehicle::Get(window_number);
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const Window *mainwindow = GetMainWindow();
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const Vehicle *v = Vehicle::Get(window_number);
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/* Only play the sound if we're following this vehicle */
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if (mainwindow->viewport->follow_vehicle == v->index) {
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v->PlayLeaveStationSound(true);
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@@ -4185,8 +4185,8 @@ bool VehicleClicked(const GUIVehicleGroup &vehgroup)
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void StopGlobalFollowVehicle(const Vehicle *v)
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{
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Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
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if (w != nullptr && w->viewport->follow_vehicle == v->index) {
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Window *w = GetMainWindow();
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if (w->viewport->follow_vehicle == v->index) {
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ScrollMainWindowTo(v->x_pos, v->y_pos, v->z_pos, true); // lock the main view on the vehicle's last position
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w->viewport->follow_vehicle = INVALID_VEHICLE;
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}
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