(svn r18781) -Codechange: pass the CommandCost to the callback instead of whether it succeeded or not.

-Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
This commit is contained in:
rubidium
2010-01-11 18:46:09 +00:00
parent 48df0d4e06
commit 2b97f38cd1
25 changed files with 137 additions and 150 deletions

View File

@@ -885,17 +885,17 @@ void ShowTownDirectory()
new TownDirectoryWindow(&_town_directory_desc);
}
void CcFoundTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
void CcFoundTown(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
if (success) {
SndPlayTileFx(SND_1F_SPLAT, tile);
if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace();
}
if (result.Failed()) return;
SndPlayTileFx(SND_1F_SPLAT, tile);
if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace();
}
void CcFoundRandomTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
void CcFoundRandomTown(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
if (success) ScrollMainWindowToTile(Town::Get(_new_town_id)->xy);
if (result.Succeeded()) ScrollMainWindowToTile(Town::Get(_new_town_id)->xy);
}
/** Widget numbers of town scenario editor window. */