Codechange: Split CT_INVALID into CT_INVALID and INVALID_CARGO.
INVALID_CARGO is a CargoID and should be used for most purposes in game. CT_INVALID is a CargoType used for defining default properties.
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committed by
Peter Nelson

parent
4fd986bd07
commit
952d111b94
@@ -874,7 +874,7 @@ std::tuple<CommandCost, VehicleID> CmdCloneVehicle(DoCommandFlag flags, TileInde
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if ((flags & DC_EXEC) && !v->IsPrimaryVehicle()) build_flags |= DC_AUTOREPLACE;
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CommandCost cost;
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std::tie(cost, new_veh_id, std::ignore, std::ignore, std::ignore) = Command<CMD_BUILD_VEHICLE>::Do(build_flags, tile, v->engine_type, false, CT_INVALID, INVALID_CLIENT_ID);
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std::tie(cost, new_veh_id, std::ignore, std::ignore, std::ignore) = Command<CMD_BUILD_VEHICLE>::Do(build_flags, tile, v->engine_type, false, INVALID_CARGO, INVALID_CLIENT_ID);
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if (cost.Failed()) {
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/* Can't build a part, then sell the stuff we already made; clear up the mess */
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@@ -953,7 +953,7 @@ std::tuple<CommandCost, VehicleID> CmdCloneVehicle(DoCommandFlag flags, TileInde
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}
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} else {
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const Engine *e = v->GetEngine();
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CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID);
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CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : INVALID_CARGO);
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if (v->cargo_type != initial_cargo && IsValidCargoID(initial_cargo)) {
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bool dummy;
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