Add map bit to suppress water flooding checks
Set if all neighbour tiles are also water This reduces the overhead of flood checks on large maps
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@@ -146,6 +146,7 @@ const SlxiSubChunkInfo _sl_xv_sub_chunk_infos[] = {
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{ XSLFI_INDUSTRY_CARGO_ADJ, XSCF_IGNORABLE_UNKNOWN, 1, 1, "industry_cargo_adj", nullptr, nullptr, nullptr },
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{ XSLFI_REALISTIC_TRAIN_BRAKING,XSCF_NULL, 1, 1, "realistic_train_braking", nullptr, nullptr, "VLKA" },
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{ XSLFI_INFLATION_FIXED_DATES, XSCF_IGNORABLE_ALL, 1, 1, "inflation_fixed_dates", nullptr, nullptr, nullptr },
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{ XSLFI_WATER_FLOODING, XSCF_NULL, 1, 1, "water_flooding", nullptr, nullptr, nullptr },
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{ XSLFI_NULL, XSCF_NULL, 0, 0, nullptr, nullptr, nullptr, nullptr },// This is the end marker
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};
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@@ -100,6 +100,7 @@ enum SlXvFeatureIndex {
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XSLFI_INDUSTRY_CARGO_ADJ, ///< Industry cargo adjustment patch
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XSLFI_REALISTIC_TRAIN_BRAKING, ///< Realistic train braking
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XSLFI_INFLATION_FIXED_DATES, ///< Inflation is applied between fixed dates
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XSLFI_WATER_FLOODING, ///< Water flooding map bit
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XSLFI_RIFF_HEADER_60_BIT, ///< Size field in RIFF chunk header is 60 bit
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XSLFI_HEIGHT_8_BIT, ///< Map tile height is 8 bit instead of 4 bit, but savegame version may be before this became true in trunk
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