mirror of https://github.com/OpenRCT2/OpenRCT2.git
Document the code by using named functions/variables/comments
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@ -5916,6 +5916,7 @@ static sint32 peep_update_walking_find_bench(rct_peep * peep)
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uint16 sprite_id = sprite_get_first_in_quadrant(peep->x, peep->y);
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uint8 free_edge = 3;
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// Check if there is no peep sitting in chosen_edge
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for (rct_sprite * sprite; sprite_id != SPRITE_INDEX_NULL; sprite_id = sprite->unknown.next_in_quadrant)
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{
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sprite = get_sprite(sprite_id);
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@ -7236,7 +7237,7 @@ static void peep_update_walking(rct_peep * peep)
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}
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}
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sint32 ebp = 15;
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sint32 positions_free = 15;
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if (footpath_element_has_path_scenery(tile_element))
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{
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@ -7249,7 +7250,7 @@ static void peep_update_walking(rct_peep * peep)
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}
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if (!(sceneryEntry->path_bit.flags & PATH_BIT_FLAG_IS_BENCH))
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ebp = 9;
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positions_free = 9;
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}
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}
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@ -7266,6 +7267,7 @@ static void peep_update_walking(rct_peep * peep)
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if (!peep_find_ride_to_look_at(peep, chosen_edge, &ride_to_view, &ride_seat_to_view))
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return;
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// Check if there is a peep watching (and if there is place for us)
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uint16 sprite_id = sprite_get_first_in_quadrant(peep->x, peep->y);
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for (rct_sprite * sprite; sprite_id != SPRITE_INDEX_NULL; sprite_id = sprite->unknown.next_in_quadrant)
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{
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@ -7283,15 +7285,15 @@ static void peep_update_walking(rct_peep * peep)
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if ((sprite->peep.var_37 & 0x3) != chosen_edge)
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continue;
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ebp &= ~(1 << ((sprite->peep.var_37 & 0x1C) >> 2));
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positions_free &= ~(1 << ((sprite->peep.var_37 & 0x1C) >> 2));
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}
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if (!ebp)
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if (!positions_free)
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return;
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uint8 chosen_position = peep_rand() & 0x3;
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for (; !(ebp & (1 << chosen_position));)
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for (; !(positions_free & (1 << chosen_position));)
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chosen_position = (chosen_position + 1) & 3;
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peep->current_ride = ride_to_view;
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@ -730,10 +730,9 @@ bool map_coord_is_connected(sint32 x, sint32 y, sint32 z, uint8 faceDirection)
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continue;
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rct_tile_element_path_properties props = tileElement->properties.path;
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uint8 pathType = props.type >> 2;
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uint8 pathDirection = props.type & 3;
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if (pathType & 1) {
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if (footpath_element_is_sloped(tileElement)) {
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if (pathDirection == faceDirection) {
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if (z == tileElement->base_height + 2)
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return true;
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