(svn r27984) -Codechange: Make ScopeResolver constructors/destructors inlineable. Speedup sprite resolving by about 8 percent.
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@@ -27,8 +27,22 @@ struct HouseScopeResolver : public ScopeResolver {
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uint16 initial_random_bits; ///< Random bits during construction checks.
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uint32 watched_cargo_triggers; ///< Cargo types that triggered the watched cargo callback.
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/**
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* Constructor of a house scope resolver.
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* @param ro Surrounding resolver.
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* @param house_id House type being queried.
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* @param tile %Tile containing the house.
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* @param town %Town containing the house.
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* @param not_yet_constructed House is still under construction.
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* @param initial_random_bits Random bits during construction checks.
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* @param watched_cargo_triggers Cargo types that triggered the watched cargo callback.
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*/
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HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town,
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bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers);
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bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
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: ScopeResolver(ro), house_id(house_id), tile(tile), town(town), not_yet_constructed(not_yet_constructed),
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initial_random_bits(initial_random_bits), watched_cargo_triggers(watched_cargo_triggers)
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{
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}
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/* virtual */ uint32 GetRandomBits() const;
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/* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
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