forked from mirror/OpenTTD
(svn r16392) -Codechange: move some variables (the ones that aren't caches) from VehicleRail to Train
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@@ -1079,10 +1079,10 @@ static uint16 _old_next_ptr;
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static VehicleID _current_vehicle_id;
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static const OldChunks vehicle_train_chunk[] = {
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OCL_SVAR( OC_UINT8, VehicleRail, track ),
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OCL_SVAR( OC_UINT8, VehicleRail, force_proceed ),
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OCL_SVAR( OC_UINT16, VehicleRail, crash_anim_pos ),
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OCL_SVAR( OC_UINT8, VehicleRail, railtype ),
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OCL_SVAR( OC_UINT8, Train, track ),
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OCL_SVAR( OC_UINT8, Train, force_proceed ),
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OCL_SVAR( OC_UINT16, Train, crash_anim_pos ),
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OCL_SVAR( OC_UINT8, Train, railtype ),
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OCL_NULL( 5 ), ///< Junk
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@@ -1157,7 +1157,7 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
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} else {
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switch (v->type) {
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default: NOT_REACHED();
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case VEH_TRAIN : res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
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case VEH_TRAIN : res = LoadChunk(ls, v, vehicle_train_chunk); break;
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case VEH_ROAD : res = LoadChunk(ls, v, vehicle_road_chunk); break;
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case VEH_SHIP : res = LoadChunk(ls, v, vehicle_ship_chunk); break;
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case VEH_AIRCRAFT: res = LoadChunk(ls, v, vehicle_air_chunk); break;
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@@ -1315,7 +1315,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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};
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if (v->spritenum / 2 >= lengthof(spriteset_rail)) return false;
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v->spritenum = spriteset_rail[v->spritenum / 2]; // adjust railway sprite set offset
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((Train *)v)->u.rail.railtype = type == 0x25 ? 1 : 0; // monorail / rail
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((Train *)v)->railtype = type == 0x25 ? 1 : 0; // monorail / rail
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break;
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}
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