Tunnel/bridge signal simulation spacing is now a company setting

This commit is contained in:
Jonathan G Rennison
2020-11-21 17:43:55 +00:00
parent ffbb4622ad
commit 9efeb3551a
9 changed files with 58 additions and 21 deletions

View File

@@ -382,7 +382,6 @@ struct ConstructionSettings {
bool trees_around_snow_line_enabled; ///< enable mixed and arctic forest around snowline, and no trees above snowline
uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused
uint16 maximum_signal_evaluations; ///< maximum number of programmable pre-signals which may be evaluated in one pass
byte simulated_wormhole_signals; ///< simulate signals in tunnel
bool enable_build_river; ///< enable building rivers in-game
bool enable_remove_water; ///< enable removing sea and rivers in-game
uint8 road_custom_bridge_heads; ///< allow construction of road custom bridge heads
@@ -406,6 +405,8 @@ struct ConstructionSettings {
uint32 build_object_per_64k_frames; ///< how many tiles may, over a long period, have objects built on them per 65536 frames?
uint16 build_object_frame_burst; ///< how many tiles may, over a short period, have objects built on them?
uint8 tree_growth_rate; ///< tree growth rate
byte old_simulated_wormhole_signals; ///< moved to company settings: simulate signals in tunnel
};
/** Settings related to the AI. */
@@ -662,6 +663,7 @@ struct CompanySettings {
uint16 timetable_autofill_rounding; ///< round up timetable times to be a multiple of this number of ticks
bool advance_order_on_clone; ///< when cloning a vehicle or copying/sharing an order list, advance the current order to a suitable point
bool copy_clone_add_to_group; ///< whether to add cloned vehicles to the source vehicle's group, when cloning a vehicle without sharing orders
byte simulated_wormhole_signals; ///< tunnel/bridge signal simulation spacing
};
/** Debug settings. */