Codechange: rename byte to uint8_t (#12308)
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@@ -78,20 +78,20 @@ struct CompanyProperties {
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CompanyManagerFace face; ///< Face description of the president.
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Money money; ///< Money owned by the company.
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byte money_fraction; ///< Fraction of money of the company, too small to represent in #money.
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uint8_t money_fraction; ///< Fraction of money of the company, too small to represent in #money.
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Money current_loan; ///< Amount of money borrowed from the bank.
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Money max_loan; ///< Max allowed amount of the loan or COMPANY_MAX_LOAN_DEFAULT.
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Colours colour; ///< Company colour.
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byte block_preview; ///< Number of quarters that the company is not allowed to get new exclusive engine previews (see CompaniesGenStatistics).
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uint8_t block_preview; ///< Number of quarters that the company is not allowed to get new exclusive engine previews (see CompaniesGenStatistics).
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TileIndex location_of_HQ; ///< Northern tile of HQ; #INVALID_TILE when there is none.
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TileIndex last_build_coordinate; ///< Coordinate of the last build thing by this company.
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TimerGameEconomy::Year inaugurated_year; ///< Economy year of starting the company.
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byte months_of_bankruptcy; ///< Number of months that the company is unable to pay its debts
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uint8_t months_of_bankruptcy; ///< Number of months that the company is unable to pay its debts
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CompanyMask bankrupt_asked; ///< which companies were asked about buying it?
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int16_t bankrupt_timeout; ///< If bigger than \c 0, amount of time to wait for an answer on an offer to buy this company.
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Money bankrupt_value;
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@@ -110,7 +110,7 @@ struct CompanyProperties {
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std::array<Expenses, 3> yearly_expenses{}; ///< Expenses of the company for the last three years.
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CompanyEconomyEntry cur_economy; ///< Economic data of the company of this quarter.
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CompanyEconomyEntry old_economy[MAX_HISTORY_QUARTERS]; ///< Economic data of the company of the last #MAX_HISTORY_QUARTERS quarters.
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byte num_valid_stat_ent; ///< Number of valid statistical entries in #old_economy.
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uint8_t num_valid_stat_ent; ///< Number of valid statistical entries in #old_economy.
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Livery livery[LS_END];
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