mirror of https://github.com/OpenRCT2/OpenRCT2.git
Modify ClimateIs* functions for legibility
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@ -233,29 +233,25 @@ void ClimateUpdateSound()
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bool ClimateIsRaining()
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{
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auto& gameState = GetGameState();
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return gameState.ClimateCurrent.Weather == WeatherType::Rain || gameState.ClimateCurrent.Weather == WeatherType::HeavyRain
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|| gameState.ClimateCurrent.Weather == WeatherType::Thunder;
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auto& weather = GetGameState().ClimateCurrent.Weather;
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return weather == WeatherType::Rain || weather == WeatherType::HeavyRain || weather == WeatherType::Thunder;
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}
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bool ClimateIsSnowing()
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{
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auto& gameState = GetGameState();
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return gameState.ClimateCurrent.Weather == WeatherType::Snow || gameState.ClimateCurrent.Weather == WeatherType::HeavySnow
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|| gameState.ClimateCurrent.Weather == WeatherType::Blizzard;
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auto& weather = GetGameState().ClimateCurrent.Weather;
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return weather == WeatherType::Snow || weather == WeatherType::HeavySnow || weather == WeatherType::Blizzard;
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}
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bool ClimateIsSnowingHeavily()
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{
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auto& gameState = GetGameState();
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return gameState.ClimateCurrent.Weather == WeatherType::HeavySnow
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|| gameState.ClimateCurrent.Weather == WeatherType::Blizzard;
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auto& weather = GetGameState().ClimateCurrent.Weather;
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return weather == WeatherType::HeavySnow || weather == WeatherType::Blizzard;
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}
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bool WeatherIsDry(WeatherType weatherType)
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bool WeatherIsDry(WeatherType weather)
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{
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return weatherType == WeatherType::Sunny || weatherType == WeatherType::PartiallyCloudy
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|| weatherType == WeatherType::Cloudy;
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return weather == WeatherType::Sunny || weather == WeatherType::PartiallyCloudy || weather == WeatherType::Cloudy;
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}
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FilterPaletteID ClimateGetWeatherGloomPaletteId(const ClimateState& state)
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