(svn r11866) -Codechange: swap OFB_* and OF_* so it conceptually in sync with other cases of *B_* vs *_* like VETSB_* and VETS_*.
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@@ -2516,9 +2516,9 @@ handle_nocash:
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order.flags = 0;
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order.dest = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule);
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if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
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if (!is_pass && i == 1) order.flags |= OFB_UNLOAD;
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if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0))
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order.flags |= OF_FULL_LOAD;
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order.flags |= OFB_FULL_LOAD;
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DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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}
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@@ -3258,9 +3258,9 @@ static void AiStateBuildRoadVehicles(Player *p)
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order.flags = 0;
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order.dest = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule);
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if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
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if (!is_pass && i == 1) order.flags |= OFB_UNLOAD;
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if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0))
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order.flags |= OF_FULL_LOAD;
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order.flags |= OFB_FULL_LOAD;
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DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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}
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@@ -3526,9 +3526,9 @@ static void AiStateBuildAircraftVehicles(Player *p)
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order.flags = 0;
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order.dest = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule);
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if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
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if (!is_pass && i == 1) order.flags |= OFB_UNLOAD;
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if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0))
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order.flags |= OF_FULL_LOAD;
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order.flags |= OFB_FULL_LOAD;
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DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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}
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@@ -1187,7 +1187,7 @@ static void AiNew_State_GiveOrders(Player *p)
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if (_patches.gotodepot) {
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idx = 0;
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order.type = OT_GOTO_DEPOT;
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order.flags = OF_UNLOAD;
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order.flags = OFB_UNLOAD;
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order.dest = GetDepotByTile(_players_ainew[p->index].depot_tile)->index;
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AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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}
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@@ -1197,7 +1197,7 @@ static void AiNew_State_GiveOrders(Player *p)
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order.flags = 0;
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order.dest = GetStationIndex(_players_ainew[p->index].to_tile);
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if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].to_deliver)
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order.flags |= OF_FULL_LOAD;
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order.flags |= OFB_FULL_LOAD;
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AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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idx = 0;
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@@ -1205,7 +1205,7 @@ static void AiNew_State_GiveOrders(Player *p)
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order.flags = 0;
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order.dest = GetStationIndex(_players_ainew[p->index].from_tile);
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if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].from_deliver)
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order.flags |= OF_FULL_LOAD;
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order.flags |= OFB_FULL_LOAD;
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AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
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// Start the engines!
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