(svn r12584) -Codechange: do not access the order type directly.

This commit is contained in:
rubidium
2008-04-05 23:36:54 +00:00
parent 4ff5d2057c
commit 3b0e3d8d30
22 changed files with 259 additions and 218 deletions

View File

@@ -2178,7 +2178,7 @@ bool AfterLoadGame()
FOR_ALL_VEHICLES(v) {
if ((v->type != VEH_TRAIN || IsFrontEngine(v)) && // for all locs
!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
v->current_order.type == OT_LOADING) { // loading
v->current_order.IsType(OT_LOADING)) { // loading
GetStation(v->last_station_visited)->loading_vehicles.push_back(v);
/* The loading finished flag is *only* set when actually completely
@@ -2195,7 +2195,7 @@ bool AfterLoadGame()
for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end();) {
Vehicle *v = *iter;
iter++;
if (v->current_order.type != OT_LOADING) st->loading_vehicles.remove(v);
if (!v->current_order.IsType(OT_LOADING)) st->loading_vehicles.remove(v);
}
}
}
@@ -2307,7 +2307,7 @@ bool AfterLoadGame()
/* Update go to buoy orders because they are just waypoints */
Order *order;
FOR_ALL_ORDERS(order) {
if (order->type == OT_GOTO_STATION && GetStation(order->dest)->IsBuoy()) {
if (order->IsType(OT_GOTO_STATION) && GetStation(order->dest)->IsBuoy()) {
order->flags = 0;
}
}