Codechange: Template DoCommand to automagically reflect the parameters of the command proc.
When finished, this will allow each command handler to take individually different parameters, obliviating the need for bit-packing.
This commit is contained in:
@@ -756,7 +756,7 @@ CommandCost CmdClearArea(DoCommandFlag flags, TileIndex tile, uint32 p1, uint32
|
||||
TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(tile, p1);
|
||||
for (; *iter != INVALID_TILE; ++(*iter)) {
|
||||
TileIndex t = *iter;
|
||||
CommandCost ret = DoCommand(flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR, t, 0, 0);
|
||||
CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags & ~DC_EXEC, t, 0, 0, {});
|
||||
if (ret.Failed()) {
|
||||
last_error = ret;
|
||||
|
||||
@@ -773,7 +773,7 @@ CommandCost CmdClearArea(DoCommandFlag flags, TileIndex tile, uint32 p1, uint32
|
||||
delete iter;
|
||||
return cost;
|
||||
}
|
||||
DoCommand(flags, CMD_LANDSCAPE_CLEAR, t, 0, 0);
|
||||
Command<CMD_LANDSCAPE_CLEAR>::Do(flags, t, 0, 0, {});
|
||||
|
||||
/* draw explosion animation...
|
||||
* Disable explosions when game is paused. Looks silly and blocks the view. */
|
||||
|
Reference in New Issue
Block a user