(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
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16
src/town.h
16
src/town.h
@@ -81,7 +81,7 @@ DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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NO_EXTRA_FLAG = 0,
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BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able tp
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able to
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SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses
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CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits
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};
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@@ -120,15 +120,15 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
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/* level of noise that all the airports are generating */
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uint16 noise_reached;
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/* Which players have a statue? */
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/* Which companies have a statue? */
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byte statues;
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/* Player ratings as well as a mask that determines which players have a rating. */
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PlayerMask have_ratings;
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uint8 unwanted[MAX_PLAYERS]; ///< how many months companies aren't wanted by towns (bribe)
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PlayerByte exclusivity; ///< which player has exslusivity
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uint8 exclusive_counter; ///< months till the exclusivity expires
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int16 ratings[MAX_PLAYERS];
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/* Company ratings as well as a mask that determines which companies have a rating. */
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CompanyMask have_ratings;
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uint8 unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe)
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CompanyByte exclusivity; ///< which company has exclusivity
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uint8 exclusive_counter; ///< months till the exclusivity expires
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int16 ratings[MAX_COMPANIES];
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/* Maximum amount of passengers and mail that can be transported. */
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uint32 max_pass;
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