(svn r16391) -Codechange: use Train instead of Vehicle where appropriate.
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@@ -18,6 +18,7 @@
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#include "newgrf_text.h"
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#include "station_map.h"
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#include "roadveh.h"
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#include "train.h"
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#include "depot_base.h"
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#include "group_gui.h"
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#include "strings_func.h"
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@@ -1468,7 +1469,7 @@ struct VehicleDetailsWindow : Window {
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SetDParam(1, v->u.rail.cached_power);
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SetDParam(0, v->u.rail.cached_weight);
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SetDParam(3, v->u.rail.cached_max_te / 1000);
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DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->u.rail.railtype != RAILTYPE_MAGLEV) ?
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DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && ((Train *)v)->u.rail.railtype != RAILTYPE_MAGLEV) ?
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STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :
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STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED);
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break;
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@@ -1948,7 +1949,7 @@ struct VehicleViewWindow : Window {
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} else { // no train
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str = STR_VEHICLE_STATUS_STOPPED;
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}
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} else if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
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} else if (v->type == VEH_TRAIN && HasBit(((Train *)v)->u.rail.flags, VRF_TRAIN_STUCK)) {
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str = STR_TRAIN_STUCK;
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} else { // vehicle is in a "normal" state, show current order
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switch (v->current_order.GetType()) {
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