(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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@@ -68,7 +68,7 @@ void TrainConsistChanged(Vehicle *v, bool same_length);
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void TrainPowerChanged(Vehicle *v);
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Money GetTrainRunningCost(const Vehicle *v);
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CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
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CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, Owner owner, uint16 vlw_flag, uint32 id);
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void VehicleEnterDepot(Vehicle *v);
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bool CanBuildVehicleInfrastructure(VehicleType type);
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@@ -86,7 +86,7 @@ struct GetNewVehiclePosResult {
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GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
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Direction GetDirectionTowards(const Vehicle *v, int x, int y);
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static inline bool IsPlayerBuildableVehicleType(VehicleType type)
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static inline bool IsCompanyBuildableVehicleType(VehicleType type)
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{
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switch (type) {
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case VEH_TRAIN:
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@@ -99,20 +99,20 @@ static inline bool IsPlayerBuildableVehicleType(VehicleType type)
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}
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}
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static inline bool IsPlayerBuildableVehicleType(const BaseVehicle *v)
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static inline bool IsCompanyBuildableVehicleType(const BaseVehicle *v)
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{
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return IsPlayerBuildableVehicleType(v->type);
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return IsCompanyBuildableVehicleType(v->type);
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}
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const struct Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v);
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const struct Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v);
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/**
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* Get the colour map for an engine. This used for unbuilt engines in the user interface.
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* @param engine_type ID of engine
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* @param player ID of player
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* @param company ID of company
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* @return A ready-to-use palette modifier
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*/
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SpriteID GetEnginePalette(EngineID engine_type, PlayerID player);
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SpriteID GetEnginePalette(EngineID engine_type, CompanyID company);
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/**
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* Get the colour map for a vehicle.
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