forked from mirror/OpenTTD
Codechange: move tick-counter into TimerGameTick (#10712)
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@@ -34,7 +34,6 @@
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#include "newgrf_cargo.h"
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#include "cheat_type.h"
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#include "animated_tile_func.h"
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#include "date_func.h"
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#include "subsidy_func.h"
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#include "core/pool_func.hpp"
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#include "town.h"
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@@ -54,6 +53,7 @@
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#include "tunnelbridge_cmd.h"
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#include "timer/timer.h"
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#include "timer/timer_game_calendar.h"
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#include "timer/timer_game_tick.h"
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#include "table/strings.h"
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#include "table/town_land.h"
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@@ -345,7 +345,7 @@ static void AnimateTile_Town(TileIndex tile)
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return;
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}
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if (_tick_counter & 3) return;
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if (TimerGameTick::counter & 3) return;
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/* If the house is not one with a lift anymore, then stop this animating.
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* Not exactly sure when this happens, but probably when a house changes.
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@@ -597,7 +597,7 @@ static void TileLoop_Town(TileIndex tile)
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/* Binomial distribution per tick, by a series of coin flips */
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/* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
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* As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
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if (GB(_tick_counter, 8, 2) == GB(tile, 0, 2)) {
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if (GB(TimerGameTick::counter, 8, 2) == GB(tile, 0, 2)) {
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/* Make a bitmask with up to 32 bits set, one for each potential pax */
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int genmax = (hs->population + 7) / 8;
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uint32 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
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