(svn r17552) -Codechange: rename load_unload_time_rem to something more generic as it's used for more than just load/unload. Also add some documentation about where it is used.
This commit is contained in:
@@ -1069,7 +1069,7 @@ void PrepareUnload(Vehicle *front_v)
|
||||
ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
|
||||
|
||||
/* Start unloading in at the first possible moment */
|
||||
front_v->load_unload_time_rem = 1;
|
||||
front_v->time_counter = 1;
|
||||
|
||||
if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
|
||||
for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
|
||||
@@ -1095,10 +1095,10 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
|
||||
{
|
||||
assert(v->current_order.IsType(OT_LOADING));
|
||||
|
||||
assert(v->load_unload_time_rem != 0);
|
||||
assert(v->time_counter != 0);
|
||||
|
||||
/* We have not waited enough time till the next round of loading/unloading */
|
||||
if (--v->load_unload_time_rem != 0) {
|
||||
if (--v->time_counter != 0) {
|
||||
if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
|
||||
/* 'Reserve' this cargo for this vehicle, because we were first. */
|
||||
for (; v != NULL; v = v->Next()) {
|
||||
@@ -1116,7 +1116,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
|
||||
/* The train reversed in the station. Take the "easy" way
|
||||
* out and let the train just leave as it always did. */
|
||||
SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
|
||||
v->load_unload_time_rem = 1;
|
||||
v->time_counter = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1347,7 +1347,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
|
||||
}
|
||||
|
||||
/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
|
||||
v->load_unload_time_rem = max(1, unloading_time);
|
||||
v->time_counter = max(1, unloading_time);
|
||||
|
||||
if (completely_emptied) {
|
||||
TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
|
||||
|
Reference in New Issue
Block a user