(svn r11910) -Fix: play 'ding-ding' crossing sound in more cases (except gameload and crossing construction)

-Fix: crossing sound is bound to tile, not to vehicle
This commit is contained in:
smatz
2008-01-17 20:41:33 +00:00
parent ac0fa7f69f
commit 8d077b16d8
6 changed files with 31 additions and 25 deletions

View File

@@ -191,25 +191,28 @@ static inline TrackBits GetCrossingRailBits(TileIndex tile)
return AxisToTrackBits(OtherAxis(GetCrossingRoadAxis(tile)));
}
static inline void UnbarCrossing(TileIndex t)
{
assert(GetRoadTileType(t) == ROAD_TILE_CROSSING);
ClrBit(_m[t].m4, 5);
}
static inline void BarCrossing(TileIndex t)
{
assert(GetRoadTileType(t) == ROAD_TILE_CROSSING);
SetBit(_m[t].m4, 5);
}
static inline bool IsCrossingBarred(TileIndex t)
{
assert(GetRoadTileType(t) == ROAD_TILE_CROSSING);
return HasBit(_m[t].m4, 5);
}
static inline void SetCrossingBarred(TileIndex t, bool barred)
{
assert(GetRoadTileType(t) == ROAD_TILE_CROSSING);
SB(_m[t].m4, 5, 1, barred);
}
static inline void UnbarCrossing(TileIndex t)
{
SetCrossingBarred(t, false);
}
static inline void BarCrossing(TileIndex t)
{
SetCrossingBarred(t, true);
}
#define IsOnDesert IsOnSnow
static inline bool IsOnSnow(TileIndex t)
{