mirror of https://github.com/OpenRCT2/OpenRCT2.git
Use CoordsXYZD on footpath_is_connected_to_map_edge()
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@ -500,12 +500,9 @@ namespace Editor
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for (const auto& parkEntrance : gParkEntrances)
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{
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int32_t x = parkEntrance.x;
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int32_t y = parkEntrance.y;
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int32_t z = parkEntrance.z / 8;
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int32_t direction = direction_reverse(parkEntrance.direction);
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switch (footpath_is_connected_to_map_edge(x, y, z, direction, 0))
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switch (footpath_is_connected_to_map_edge(parkEntrance, direction, 0))
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{
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case FOOTPATH_SEARCH_NOT_FOUND:
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gGameCommandErrorText = STR_PARK_ENTRANCE_WRONG_DIRECTION_OR_NO_PATH;
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@ -516,7 +513,7 @@ namespace Editor
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return false;
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case FOOTPATH_SEARCH_SUCCESS:
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// Run the search again and unown the path
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footpath_is_connected_to_map_edge(x, y, z, direction, (1 << 5));
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footpath_is_connected_to_map_edge(parkEntrance, direction, (1 << 5));
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break;
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}
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}
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@ -1418,10 +1418,12 @@ searchFromFootpath:
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}
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}
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int32_t footpath_is_connected_to_map_edge(int32_t x, int32_t y, int32_t z, int32_t direction, int32_t flags)
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// TODO: Use GAME_COMMAND_FLAGS
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int32_t footpath_is_connected_to_map_edge(const CoordsXYZ& footpathPos, int32_t direction, int32_t flags)
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{
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flags |= (1 << 0);
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return footpath_is_connected_to_map_edge_recurse(x, y, z, direction, flags, 0, 0, 16);
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return footpath_is_connected_to_map_edge_recurse(
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footpathPos.x, footpathPos.y, footpathPos.z / COORDS_Z_STEP, direction, flags, 0, 0, 16);
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}
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bool PathElement::IsSloped() const
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@ -196,7 +196,7 @@ void footpath_chain_ride_queue(
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void footpath_update_path_wide_flags(int32_t x, int32_t y);
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bool footpath_is_blocked_by_vehicle(const TileCoordsXYZ& position);
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int32_t footpath_is_connected_to_map_edge(int32_t x, int32_t y, int32_t z, int32_t direction, int32_t flags);
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int32_t footpath_is_connected_to_map_edge(const CoordsXYZ& footpathPos, int32_t direction, int32_t flags);
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void footpath_remove_edges_at(const CoordsXY& footpathPos, TileElement* tileElement);
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int32_t entrance_get_directions(const TileElement* tileElement);
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