forked from mirror/OpenTTD
(svn r15717) -Cleanup: apply some documentation coding style upon the stuff in table/
This commit is contained in:
@@ -270,7 +270,7 @@ enum Sprites {
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SPR_MEDIUMHQ_EAST = 2613,
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SPR_MEDIUMHQ_EAST_WALL = 2614,
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SPR_MEDIUMHQ_WEST = 2615,
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SPR_MEDIUMHQ_WEST_WALL = 2616, //very tiny piece of wall
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SPR_MEDIUMHQ_WEST_WALL = 2616, // very tiny piece of wall
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SPR_MEDIUMHQ_SOUTH = 2617,
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SPR_LARGEHQ_NORTH_GROUND = 2618,
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SPR_LARGEHQ_NORTH_BUILD = 2619,
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@@ -325,13 +325,13 @@ enum Sprites {
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SPR_RAIL_PLATFORM_PILLARS_X_REAR = 1076,
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SPR_RAIL_PLATFORM_PILLARS_Y_REAR = 1077,
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SPR_RAIL_PLATFORM_PILLARS_X_FRONT = 1078,
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SPR_RAIL_ROOF_STRUCTURE_X_TILE_A = 1079, //First half of the roof structure
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SPR_RAIL_ROOF_STRUCTURE_X_TILE_A = 1079, // First half of the roof structure
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SPR_RAIL_ROOF_STRUCTURE_Y_TILE_A = 1080,
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SPR_RAIL_ROOF_STRUCTURE_X_TILE_B = 1081, //Second half of the roof structure
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SPR_RAIL_ROOF_STRUCTURE_X_TILE_B = 1081, // Second half of the roof structure
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SPR_RAIL_ROOF_STRUCTURE_Y_TILE_B = 1082,
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SPR_RAIL_ROOF_GLASS_X_TILE_A = 1083, //First half of the roof glass
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SPR_RAIL_ROOF_GLASS_X_TILE_A = 1083, // First half of the roof glass
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SPR_RAIL_ROOF_GLASS_Y_TILE_A = 1084,
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SPR_RAIL_ROOF_GLASS_X_TILE_B = 1085, //second half of the roof glass
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SPR_RAIL_ROOF_GLASS_X_TILE_B = 1085, // second half of the roof glass
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SPR_RAIL_ROOF_GLASS_Y_TILE_B = 1086,
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SPR_MONO_SINGLE_Y = 1087,
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SPR_MONO_SINGLE_X = 1088,
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@@ -408,7 +408,7 @@ enum Sprites {
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SPR_AIRPORT_RUNWAY_EXIT_B = 2646,
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SPR_AIRPORT_RUNWAY_EXIT_C = 2647,
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SPR_AIRPORT_RUNWAY_EXIT_D = 2648,
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SPR_AIRPORT_RUNWAY_END = 2649, //We should have different ends
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SPR_AIRPORT_RUNWAY_END = 2649, // We should have different ends
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SPR_AIRPORT_TERMINAL_A = 2650,
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SPR_AIRPORT_TOWER = 2651,
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SPR_AIRPORT_CONCOURSE = 2652,
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@@ -454,8 +454,8 @@ enum Sprites {
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SPR_AIRPORT_HELIPAD = SPR_OPENTTD_BASE + 86,
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SPR_AIRPORT_HELIDEPOT_OFFICE = 2095,
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/* Road Stops */
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/* Road stops have a ground tile and 3 buildings, one on each side
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/* Road Stops
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* Road stops have a ground tile and 3 buildings, one on each side
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* (except the side where the entry is). These are marked _A _B and _C */
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SPR_BUS_STOP_NE_GROUND = 2692,
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SPR_BUS_STOP_SE_GROUND = 2693,
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@@ -490,15 +490,15 @@ enum Sprites {
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SPR_TRUCK_STOP_SW_BUILD_C = 2722,
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SPR_TRUCK_STOP_NW_BUILD_C = 2723,
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/* Sprites for docks */
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/* Docks consist of two tiles, the sloped one and the flat one */
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/* Sprites for docks
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* Docks consist of two tiles, the sloped one and the flat one */
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SPR_DOCK_SLOPE_NE = 2727,
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SPR_DOCK_SLOPE_SE = 2728,
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SPR_DOCK_SLOPE_SW = 2729,
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SPR_DOCK_SLOPE_NW = 2730,
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SPR_DOCK_FLAT_X = 2731, //for NE and SW
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SPR_DOCK_FLAT_Y = 2732, //for NW and SE
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SPR_BUOY = 4076, //XXX this sucks, because it displays wrong stuff on canals
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SPR_DOCK_FLAT_X = 2731, // for NE and SW
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SPR_DOCK_FLAT_Y = 2732, // for NW and SE
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SPR_BUOY = 4076, // XXX this sucks, because it displays wrong stuff on canals
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/* Sprites for road */
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SPR_ROAD_Y = 1332,
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@@ -553,17 +553,17 @@ enum Sprites {
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SPR_SHIP_DEPOT_NE = 4073,
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SPR_SHIP_DEPOT_SE_REAR = 4074,
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SPR_SHIP_DEPOT_SW_REAR = 4075,
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//here come sloped water sprites
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SPR_WATER_SLOPE_Y_UP = SPR_CANALS_BASE + 0, //Water flowing negative Y direction
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SPR_WATER_SLOPE_X_DOWN = SPR_CANALS_BASE + 1, //positive X
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SPR_WATER_SLOPE_X_UP = SPR_CANALS_BASE + 2, //negative X
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SPR_WATER_SLOPE_Y_DOWN = SPR_CANALS_BASE + 3, //positive Y
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//sprites for the shiplifts
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//there are 4 kinds of shiplifts, each of them is 3 tiles long.
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//the four kinds are running in the X and Y direction and
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//are "lowering" either in the "+" or the "-" direction.
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//the three tiles are the center tile (where the slope is)
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//and a bottom and a top tile
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/* here come sloped water sprites */
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SPR_WATER_SLOPE_Y_UP = SPR_CANALS_BASE + 0, // Water flowing negative Y direction
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SPR_WATER_SLOPE_X_DOWN = SPR_CANALS_BASE + 1, // positive X
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SPR_WATER_SLOPE_X_UP = SPR_CANALS_BASE + 2, // negative X
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SPR_WATER_SLOPE_Y_DOWN = SPR_CANALS_BASE + 3, // positive Y
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/* sprites for the shiplifts
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* there are 4 kinds of shiplifts, each of them is 3 tiles long.
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* the four kinds are running in the X and Y direction and
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* are "lowering" either in the "+" or the "-" direction.
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* the three tiles are the center tile (where the slope is)
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* and a bottom and a top tile */
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SPR_SHIPLIFT_BASE = SPR_CANALS_BASE + 4,
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SPR_SHIPLIFT_Y_UP_CENTER_REAR = SPR_CANALS_BASE + 4,
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SPR_SHIPLIFT_X_DOWN_CENTER_REAR = SPR_CANALS_BASE + 5,
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@@ -621,40 +621,40 @@ enum Sprites {
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/* ramps */
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SPR_BTWDN_ROAD_RAMP_Y_DOWN = 2529,
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SPR_BTWDN_ROAD_RAMP_X_DOWN = 2530,
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SPR_BTWDN_ROAD_RAMP_X_UP = 2531, //for some weird reason the order is swapped
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SPR_BTWDN_ROAD_RAMP_Y_UP = 2532, //between X and Y.
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SPR_BTWDN_ROAD_RAMP_X_UP = 2531, // for some weird reason the order is swapped
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SPR_BTWDN_ROAD_RAMP_Y_UP = 2532, // between X and Y.
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SPR_BTWDN_ROAD_Y_SLOPE_UP = 2533,
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SPR_BTWDN_ROAD_X_SLOPE_UP = 2534,
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SPR_BTWDN_ROAD_Y_SLOPE_DOWN = 2535,
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SPR_BTWDN_ROAD_X_SLOPE_DOWN = 2536,
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SPR_BTWDN_RAIL_RAMP_Y_DOWN = 2537,
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SPR_BTWDN_RAIL_RAMP_X_DOWN = 2538,
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SPR_BTWDN_RAIL_RAMP_X_UP = 2539, //for some weird reason the order is swapped
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SPR_BTWDN_RAIL_RAMP_Y_UP = 2540, //between X and Y.
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SPR_BTWDN_RAIL_RAMP_X_UP = 2539, // for some weird reason the order is swapped
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SPR_BTWDN_RAIL_RAMP_Y_UP = 2540, // between X and Y.
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SPR_BTWDN_RAIL_Y_SLOPE_UP = 2541,
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SPR_BTWDN_RAIL_X_SLOPE_UP = 2542,
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SPR_BTWDN_RAIL_Y_SLOPE_DOWN = 2543,
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SPR_BTWDN_RAIL_X_SLOPE_DOWN = 2544,
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SPR_BTWDN_MONO_RAMP_Y_DOWN = 4352,
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SPR_BTWDN_MONO_RAMP_X_DOWN = 4353,
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SPR_BTWDN_MONO_RAMP_X_UP = 4354, //for some weird reason the order is swapped
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SPR_BTWDN_MONO_RAMP_Y_UP = 4355, //between X and Y.
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SPR_BTWDN_MONO_RAMP_X_UP = 4354, // for some weird reason the order is swapped
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SPR_BTWDN_MONO_RAMP_Y_UP = 4355, // between X and Y.
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SPR_BTWDN_MONO_Y_SLOPE_UP = 4356,
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SPR_BTWDN_MONO_X_SLOPE_UP = 4357,
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SPR_BTWDN_MONO_Y_SLOPE_DOWN = 4358,
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SPR_BTWDN_MONO_X_SLOPE_DOWN = 4359,
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SPR_BTWDN_MGLV_RAMP_Y_DOWN = 4392,
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SPR_BTWDN_MGLV_RAMP_X_DOWN = 4393,
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SPR_BTWDN_MGLV_RAMP_X_UP = 4394, //for some weird reason the order is swapped
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SPR_BTWDN_MGLV_RAMP_Y_UP = 4395, //between X and Y.
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SPR_BTWDN_MGLV_RAMP_X_UP = 4394, // for some weird reason the order is swapped
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SPR_BTWDN_MGLV_RAMP_Y_UP = 4395, // between X and Y.
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SPR_BTWDN_MGLV_Y_SLOPE_UP = 4396,
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SPR_BTWDN_MGLV_X_SLOPE_UP = 4397,
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SPR_BTWDN_MGLV_Y_SLOPE_DOWN = 4398,
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SPR_BTWDN_MGLV_X_SLOPE_DOWN = 4399,
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/* Steel Girder with arches */
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/* BTSGA == Bridge Type Steel Girder Arched */
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/* This is bridge type number 2 */
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/* Steel Girder with arches
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* BTSGA == Bridge Type Steel Girder Arched
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* This is bridge type number 2 */
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SPR_BTSGA_RAIL_X_REAR = 2499,
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SPR_BTSGA_RAIL_Y_REAR = 2500,
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SPR_BTSGA_ROAD_X_REAR = 2501,
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@@ -668,8 +668,8 @@ enum Sprites {
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SPR_BTSGA_MGLV_X_REAR = 4364,
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SPR_BTSGA_MGLV_Y_REAR = 4365,
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/* BTSUS == Suspension bridge */
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/* TILE_* denotes the different tiles a suspension bridge
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/* BTSUS == Suspension bridge
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* TILE_* denotes the different tiles a suspension bridge
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* can have
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* TILE_A and TILE_B are the "beginnings" and "ends" of the
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* suspension system. they have small rectangluar endcaps
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@@ -753,8 +753,8 @@ enum Sprites {
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SPR_BTSUS_MGLV_X_REAR_TILE_F = 4384,
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SPR_BTSUS_MGLV_Y_REAR_TILE_F = 4385,
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/* cantilever bridges */
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/* They have three different kinds of tiles:
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/* cantilever bridges
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* They have three different kinds of tiles:
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* END(ing), MID(dle), BEG(ginning) */
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SPR_BTCAN_RAIL_X_BEG = 2507,
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SPR_BTCAN_RAIL_X_MID = 2508,
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@@ -819,8 +819,8 @@ enum Sprites {
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SPR_BTGIR_MGLV_X = 4402,
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SPR_BTGIR_MGLV_Y = 4403,
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/* tubular bridges */
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/* tubular bridges have 3 kinds of tiles:
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/* tubular bridges
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* tubular bridges have 3 kinds of tiles:
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* a start tile (with only half a tube on the far side, marked _BEG
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* a middle tile (full tunnel), marked _MID
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* and an end tile (half a tube on the near side, maked _END
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@@ -923,21 +923,21 @@ enum Sprites {
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/* Town/house sprites */
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SPR_LIFT = 1443,
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//used in town_land.h
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//CNST1..3 = Those are the different stages of construction
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//The last 2 hexas correspond to the type of building it represent, if any
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/* used in town_land.h
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* CNST1..3 = Those are the different stages of construction
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* The last 2 hexas correspond to the type of building it represent, if any */
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SPR_CNST1_TALLOFFICE_00 = 1421,
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SPR_CNST2_TALLOFFICE_00 = 1422,
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SPR_CNST3_TALLOFFICE_00 = 1423,
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SPR_GROUND_TALLOFFICE_00 = 1424,
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SPR_BUILD_TALLOFFICE_00 = 1425, //temperate
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SPR_BUILD_TALLOFFICE_00 = 1425, // temperate
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SPR_CNST1_OFFICE_01 = 1426,
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SPR_CNST2_OFFICE_01 = 1427,
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SPR_BUILD_OFFICE_01 = 1428, //temperate
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SPR_BUILD_OFFICE_01 = 1428, // temperate
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SPR_GROUND_OFFICE_01 = 1429,
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SPR_CNST1_SMLBLCKFLATS_02 = 1430, //Small Block of Flats
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SPR_CNST1_SMLBLCKFLATS_02 = 1430, // Small Block of Flats
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SPR_CNST2_SMLBLCKFLATS_02 = 1431,
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SPR_BUILD_SMLBLCKFLATS_02 = 1432, //temperate
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SPR_BUILD_SMLBLCKFLATS_02 = 1432, // temperate
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SPR_GROUND_SMLBLCKFLATS_02 = 1433,
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SPR_CNST1_TEMPCHURCH = 1434,
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SPR_CNST2_TEMPCHURCH = 1435,
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@@ -947,7 +947,7 @@ enum Sprites {
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SPR_CNST2_LARGEOFFICE_04 = 1441,
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SPR_BUILD_LARGEOFFICE_04 = 1442, // temperate, sub-arctic, subtropical
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SPR_BUILD_LARGEOFFICE_04_SNOW = 4569, // same, with snow
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// These are in fact two houses for the same houseID. so V1 and V2
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/* These are in fact two houses for the same houseID. so V1 and V2 */
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SPR_CNST1_TOWNHOUSE_06_V1 = 1444,
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SPR_CNST2_TOWNHOUSE_06_V1 = 1445,
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SPR_BUILD_TOWNHOUSE_06_V1 = 1446, // 1st variation
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@@ -1075,7 +1075,7 @@ enum Sprites {
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SPR_IT_TOY_FACTORY_ROBOT = 4720,
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SPR_IT_POWER_PLANT_TRANSFORMERS = 2054,
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/*small icons of cargo available in station waiting*/
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/* small icons of cargo available in station waiting*/
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SPR_CARGO_PASSENGER = 4297,
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SPR_CARGO_COAL = 4298,
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SPR_CARGO_MAIL = 4299,
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@@ -1086,10 +1086,10 @@ enum Sprites {
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SPR_CARGO_WOOD = 4304,
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SPR_CARGO_IRON_ORE = 4305,
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SPR_CARGO_STEEL = 4306,
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SPR_CARGO_VALUES_GOLD = 4307, /*shared between temperate and arctic*/
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SPR_CARGO_VALUES_GOLD = 4307, //shared between temperate and arctic
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SPR_CARGO_FRUIT = 4308,
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SPR_CARGO_COPPER_ORE = 4309,
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SPR_CARGO_WATERCOLA = 4310, /*shared between desert and toyland*/
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SPR_CARGO_WATERCOLA = 4310, //shared between desert and toyland
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SPR_CARGO_DIAMONDS = 4311,
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SPR_CARGO_FOOD = 4312,
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SPR_CARGO_PAPER = 4313,
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@@ -1289,8 +1289,8 @@ enum Sprites {
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/** Cursor sprite numbers */
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enum CursorSprite {
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/* Terraform */
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/* Cursors */
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/* Terraform
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* Cursors */
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SPR_CURSOR_MOUSE = 0,
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SPR_CURSOR_ZZZ = 1,
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SPR_CURSOR_BOUY = 702,
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@@ -1386,7 +1386,7 @@ enum CursorSprite {
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SPR_CURSOR_CLONE_AIRPLANE = SPR_OPENTTD_BASE + 113,
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};
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/// Animation macro in table/animcursors.h (_animcursors[])
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/** Animation macro in table/animcursors.h (_animcursors[]) */
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enum AnimCursors {
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ANIMCURSOR_DEMOLISH = -1, ///< 704 - 707 - demolish dynamite
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ANIMCURSOR_LOWERLAND = -2, ///< 699 - 701 - lower land tool
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@@ -1425,11 +1425,11 @@ enum SpriteSetup {
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*/
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enum Modifiers {
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SPRITE_MODIFIER_USE_OFFSET = OFFSET_BIT,
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/// Set when a sprite must not ever be displayed transparently
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/** Set when a sprite must not ever be displayed transparently */
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SPRITE_MODIFIER_OPAQUE = OPAQUE_BIT,
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///when a sprite is to be displayed transparently, this bit needs to be set.
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/** when a sprite is to be displayed transparently, this bit needs to be set. */
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PALETTE_MODIFIER_TRANSPARENT = TRANSPARENT_BIT,
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///this bit is set when a recolouring process is in action
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/** this bit is set when a recolouring process is in action */
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PALETTE_MODIFIER_COLOUR = RECOLOUR_BIT,
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};
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@@ -1437,13 +1437,13 @@ enum Modifiers {
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* @note Do not modify this enum. Alter SpriteSetup instead
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* @see SpriteSetup */
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enum SpriteMasks {
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///Maximum number of sprites that can be loaded at a given time.
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/** Maximum number of sprites that can be loaded at a given time. */
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MAX_SPRITES = 1 << SPRITE_WIDTH,
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///The mask to for the main sprite
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/** The mask to for the main sprite */
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SPRITE_MASK = MAX_SPRITES - 1,
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MAX_PALETTES = 1 << PALETTE_WIDTH,
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///The mask for the auxiliary sprite (the one that takes care of recolouring)
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/** The mask for the auxiliary sprite (the one that takes care of recolouring) */
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PALETTE_MASK = MAX_PALETTES - 1,
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};
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@@ -1461,20 +1461,20 @@ enum Recolouring {
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static const SpriteID PALETTE_CRASH = 0x324;
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static const SpriteID PAL_NONE = 0;
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//note: these numbers are already the modified once the renderer needs.
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//the actual sprite number is the upper 16 bits of the number
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/* note: these numbers are already the modified once the renderer needs.
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* the actual sprite number is the upper 16 bits of the number */
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///Here a puslating red tile is drawn if you try to build a wrong tunnel or raise/lower land where it is not possible
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/** Here a puslating red tile is drawn if you try to build a wrong tunnel or raise/lower land where it is not possible */
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static const SpriteID PALETTE_TILE_RED_PULSATING = 0x303;
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///makes a square red. is used when removing rails or other stuff
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/** makes a square red. is used when removing rails or other stuff */
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static const SpriteID PALETTE_SEL_TILE_RED = 0x304;
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///This draws a blueish square (catchment areas for example)
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/** This draws a blueish square (catchment areas for example) */
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static const SpriteID PALETTE_SEL_TILE_BLUE = 0x305;
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//0x306 is a real sprite (the little dot you get when you try to raise/lower a corner of the map
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//here the colour switches begin
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//use this if you add stuff to the value, so that the resulting colour
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//is not a fixed value.
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//NOTE THAT THE SWITCH 0x8000 is NOT present in _TO_COLOURS yet!
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/* 0x306 is a real sprite (the little dot you get when you try to raise/lower a corner of the map
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* here the colour switches begin
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* use this if you add stuff to the value, so that the resulting colour
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* is not a fixed value.
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* NOTE THAT THE SWITCH 0x8000 is NOT present in _TO_COLOURS yet! */
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enum PaletteSprites {
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PALETTE_TO_DARK_BLUE = 0x307,
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PALETTE_TO_PALE_GREEN = 0x308,
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@@ -1486,32 +1486,32 @@ enum PaletteSprites {
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PALETTE_TO_DARK_GREEN = 0x30E,
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PALETTE_TO_BLUE = 0x30F,
|
||||
PALETTE_TO_CREAM = 0x310,
|
||||
//maybe don't use as company colour because it doesn't display in the graphs?
|
||||
/* maybe don't use as company colour because it doesn't display in the graphs? */
|
||||
PALETTE_TO_MAUVE = 0x311,
|
||||
PALETTE_TO_PURPLE = 0x312,
|
||||
PALETTE_TO_ORANGE = 0x313,
|
||||
PALETTE_TO_BROWN = 0x314,
|
||||
PALETTE_TO_GREY = 0x315,
|
||||
PALETTE_TO_WHITE = 0x316,
|
||||
//sets colour to bare land stuff, for rail and road (and crossings)
|
||||
/* sets colour to bare land stuff, for rail and road (and crossings) */
|
||||
PALETTE_TO_BARE_LAND = 0x317,
|
||||
//XXX is 318-31A really not used?
|
||||
/* XXX is 318-31A really not used? */
|
||||
PALETTE_TO_STRUCT_BLUE = 0x31B,
|
||||
//structure colour to something brownish (for the cantilever bridges for example)
|
||||
/* structure colour to something brownish (for the cantilever bridges for example) */
|
||||
PALETTE_TO_STRUCT_BROWN = 0x31C,
|
||||
PALETTE_TO_STRUCT_WHITE = 0x31D,
|
||||
//sets bridge or structure to red, little concrete one and cantilever use this one for example
|
||||
/* sets bridge or structure to red, little concrete one and cantilever use this one for example */
|
||||
PALETTE_TO_STRUCT_RED = 0x31E,
|
||||
PALETTE_TO_STRUCT_GREEN = 0x31F,
|
||||
PALETTE_TO_STRUCT_CONCRETE = 0x320, //Sets the suspension bridge to concrete, also other strucutures use it
|
||||
PALETTE_TO_STRUCT_YELLOW = 0x321, //Sets the bridge colour to yellow (suspension and tubular)
|
||||
PALETTE_TO_TRANSPARENT = 0x322, //This sets the sprite to transparent
|
||||
//This is used for changing the tubular bridges to the silicon display, or some grayish colour
|
||||
PALETTE_TO_STRUCT_CONCRETE = 0x320, // Sets the suspension bridge to concrete, also other strucutures use it
|
||||
PALETTE_TO_STRUCT_YELLOW = 0x321, // Sets the bridge colour to yellow (suspension and tubular)
|
||||
PALETTE_TO_TRANSPARENT = 0x322, // This sets the sprite to transparent
|
||||
/* This is used for changing the tubular bridges to the silicon display, or some grayish colour */
|
||||
PALETTE_TO_STRUCT_GREY = 0x323,
|
||||
|
||||
//XXX - const - PALETTE_CRASH = 0x324, //this changes stuff to the "crash colour"
|
||||
//XXX another place where structures are coloured.
|
||||
//I'm not sure which colours these are
|
||||
/* XXX - const - PALETTE_CRASH = 0x324, // this changes stuff to the "crash colour"
|
||||
* XXX another place where structures are coloured.
|
||||
* I'm not sure which colours these are */
|
||||
PALETTE_59E = 0x59E,
|
||||
PALETTE_59F = 0x59F,
|
||||
};
|
||||
|
Reference in New Issue
Block a user