mirror of https://github.com/OpenTTD/OpenTTD
(svn r2812) Move variables, which only vehicle_gui.c needs to know about, there
parent
a8e53be6b9
commit
747a0f6a55
2
misc.c
2
misc.c
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@ -130,8 +130,6 @@ void InitializeGame(uint size_x, uint size_y)
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for (i = 0; i < lengthof(_autoreplace_array); i++)
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_autoreplace_array[i] = i;
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_railtype_selected_in_replace_gui = 0;
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AddTypeToEngines(); // make sure all engines have a type
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SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 0);
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@ -451,8 +451,6 @@ VARDEF byte _vehicle_design_names;
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/* Autoreplace vehicle stuff*/
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VARDEF byte _autoreplace_array[256];
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VARDEF uint16 _player_num_engines[256];
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VARDEF byte _railtype_selected_in_replace_gui;
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/* Forking stuff */
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VARDEF bool _dedicated_forks;
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@ -23,6 +23,9 @@ static uint32 _internal_name_sorter_id; // internal StringID for default vehicle
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static uint32 _last_vehicle_idx; // cached index to hopefully speed up name-sorting
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static bool _internal_sort_order; // descending/ascending
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static uint16 _player_num_engines[256];
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static byte _railtype_selected_in_replace_gui;
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VehicleSortListingTypeFunctions * const _vehicle_sorter[] = {
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&VehicleUnsortedSorter,
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&VehicleNumberSorter,
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@ -158,6 +161,7 @@ void SortVehicleList(vehiclelist_d *vl)
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/* General Vehicle GUI based procedures that are independent of vehicle types */
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void InitializeVehiclesGuiList(void)
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{
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_railtype_selected_in_replace_gui = 0;
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}
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// draw the vehicle profit button in the vehicle list window.
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