forked from mirror/OpenTTD
(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.
-Cleanup: whitespace alignment of a few tables.
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@@ -918,22 +918,22 @@ uint GetBridgeFoundation(Slope tileh, Axis axis)
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}
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/**
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* Draws a tunnel of bridge tile.
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* For tunnels, this is rather simple, as you only needa draw the entrance.
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* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
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* and it works a bit like a bitmask.<p> For bridge heads:
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* <ul><li>Bit 0: direction</li>
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* <li>Bit 1: northern or southern heads</li>
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* <li>Bit 2: Set if the bridge head is sloped</li>
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* <li>Bit 3 and more: Railtype Specific subset</li>
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* </ul>
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* For middle parts:
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* <ul><li>Bits 0-1: need to be 0</li>
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* <li>Bit 2: direction</li>
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* <li>Bit 3 and above: Railtype Specific subset</li>
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* </ul>
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* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
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*/
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* Draws a tunnel of bridge tile.
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* For tunnels, this is rather simple, as you only needa draw the entrance.
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* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
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* and it works a bit like a bitmask.<p> For bridge heads:
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* <ul><li>Bit 0: direction</li>
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* <li>Bit 1: northern or southern heads</li>
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* <li>Bit 2: Set if the bridge head is sloped</li>
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* <li>Bit 3 and more: Railtype Specific subset</li>
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* </ul>
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* For middle parts:
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* <ul><li>Bits 0-1: need to be 0</li>
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* <li>Bit 2: direction</li>
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* <li>Bit 3 and above: Railtype Specific subset</li>
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* </ul>
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* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
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*/
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static void DrawTile_TunnelBridge(TileInfo *ti)
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{
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uint32 image;
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