Codechange: rename byte to uint8_t (#12308)
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@@ -1300,7 +1300,7 @@ void DecreaseVehicleValue(Vehicle *v)
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SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
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}
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static const byte _breakdown_chance[64] = {
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static const uint8_t _breakdown_chance[64] = {
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3, 3, 3, 3, 3, 3, 3, 3,
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4, 4, 5, 5, 6, 6, 7, 7,
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8, 8, 9, 9, 10, 10, 11, 11,
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@@ -1905,7 +1905,7 @@ UnitID GetFreeUnitNumber(VehicleType type)
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* @return true if there is any reason why you may build
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* the infrastructure for the given vehicle type
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*/
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bool CanBuildVehicleInfrastructure(VehicleType type, byte subtype)
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bool CanBuildVehicleInfrastructure(VehicleType type, uint8_t subtype)
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{
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assert(IsCompanyBuildableVehicleType(type));
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@@ -2047,7 +2047,7 @@ LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_
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* @param livery_setting The livery settings to use for acquiring the livery information.
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* @return livery to use
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*/
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const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting)
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const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, uint8_t livery_setting)
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{
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const Company *c = Company::Get(company);
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LiveryScheme scheme = LS_DEFAULT;
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@@ -2643,7 +2643,7 @@ void Vehicle::UpdateVisualEffect(bool allow_power_change)
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const Engine *e = this->GetEngine();
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/* Evaluate properties */
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byte visual_effect;
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uint8_t visual_effect;
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switch (e->type) {
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case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break;
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case VEH_ROAD: visual_effect = e->u.road.visual_effect; break;
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