forked from mirror/OpenTTD
Cleanup: Remove unnecessary VehicleRandomBits()
Simple Random() assignment to byte does the same.
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@@ -344,8 +344,8 @@ CommandCost CmdBuildAircraft(DoCommandFlag flags, TileIndex tile, const Engine *
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v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
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u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
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v->random_bits = VehicleRandomBits();
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u->random_bits = VehicleRandomBits();
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v->random_bits = Random();
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u->random_bits = Random();
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v->vehicle_flags = 0;
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if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
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@@ -375,7 +375,7 @@ CommandCost CmdBuildAircraft(DoCommandFlag flags, TileIndex tile, const Engine *
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w->spritenum = 0xFF;
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w->subtype = AIR_ROTOR;
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w->sprite_cache.sprite_seq.Set(SPR_ROTOR_STOPPED);
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w->random_bits = VehicleRandomBits();
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w->random_bits = Random();
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/* Use rotor's air.state to store the rotor animation frame */
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w->state = HRS_ROTOR_STOPPED;
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w->UpdateDeltaXY();
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