Change: Add CargoTypes type for cargo masks. (#6790)
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@@ -25,7 +25,7 @@ struct HouseScopeResolver : public ScopeResolver {
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Town *town; ///< Town of this house.
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bool not_yet_constructed; ///< True for construction check.
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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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CargoTypes 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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@@ -38,7 +38,7 @@ struct HouseScopeResolver : public ScopeResolver {
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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, CargoTypes 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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@@ -56,7 +56,7 @@ struct HouseResolverObject : public ResolverObject {
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HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
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CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0,
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bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
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bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0);
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/* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0)
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{
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@@ -97,8 +97,8 @@ void AnimateNewHouseTile(TileIndex tile);
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void AnimateNewHouseConstruction(TileIndex tile);
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
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bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
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void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes);
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bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0);
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void WatchedCargoCallback(TileIndex tile, CargoTypes trigger_cargoes);
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bool CanDeleteHouse(TileIndex tile);
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