(svn r23091) -Codechange: rename some Get*Z functions to Get*PixelZ functions if they return the Z in pixels (like TilePixelHeight)
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@@ -67,7 +67,7 @@ void DrawClearLandFence(const TileInfo *ti)
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if (!fence_sw && !fence_se) return;
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int z = GetSlopeZInCorner(ti->tileh, CORNER_S);
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int z = GetSlopePixelZInCorner(ti->tileh, CORNER_S);
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if (fence_sw) {
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DrawGroundSpriteAt(_clear_land_fence_sprites[GetFenceSW(ti->tile) - 1] + _fence_mod_by_tileh_sw[ti->tileh], PAL_NONE, 0, 0, z);
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@@ -107,12 +107,12 @@ static void DrawTile_Clear(TileInfo *ti)
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DrawBridgeMiddle(ti);
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}
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static uint GetSlopeZ_Clear(TileIndex tile, uint x, uint y)
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static uint GetSlopePixelZ_Clear(TileIndex tile, uint x, uint y)
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{
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uint z;
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Slope tileh = GetTileSlope(tile, &z);
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Slope tileh = GetTilePixelSlope(tile, &z);
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return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
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return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
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}
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static Foundation GetFoundation_Clear(TileIndex tile, Slope tileh)
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@@ -158,7 +158,7 @@ void TileLoopClearHelper(TileIndex tile)
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/** Convert to or from snowy tiles. */
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static void TileLoopClearAlps(TileIndex tile)
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{
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int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
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int k = GetTilePixelZ(tile) - GetSnowLine() + TILE_HEIGHT;
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if (k < 0) {
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/* Below the snow line, do nothing if no snow. */
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@@ -231,7 +231,7 @@ static void TileLoop_Clear(TileIndex tile)
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/* If the tile is at any edge flood it to prevent maps without water. */
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if (_settings_game.construction.freeform_edges && DistanceFromEdge(tile) == 1) {
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uint z;
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Slope slope = GetTileSlope(tile, &z);
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Slope slope = GetTilePixelSlope(tile, &z);
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if (z == 0 && slope == SLOPE_FLAT) {
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DoFloodTile(tile);
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MarkTileDirtyByTile(tile);
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@@ -368,7 +368,7 @@ static CommandCost TerraformTile_Clear(TileIndex tile, DoCommandFlag flags, uint
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extern const TileTypeProcs _tile_type_clear_procs = {
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DrawTile_Clear, ///< draw_tile_proc
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GetSlopeZ_Clear, ///< get_slope_z_proc
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GetSlopePixelZ_Clear, ///< get_slope_z_proc
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ClearTile_Clear, ///< clear_tile_proc
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NULL, ///< add_accepted_cargo_proc
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GetTileDesc_Clear, ///< get_tile_desc_proc
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