(svn r6735) - Codestyle: Just some tidying up...

This commit is contained in:
peter1138 2006-10-11 17:28:31 +00:00
parent a89da56acd
commit 0ad5dbfdb9
1 changed files with 13 additions and 17 deletions

View File

@ -108,8 +108,7 @@ static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overri
int j;
for (j = 0; j < wo->trains; j++) {
if (wo->train_id[j] == overriding_engine)
return wo->group;
if (wo->train_id[j] == overriding_engine) return wo->group;
}
}
return NULL;
@ -968,8 +967,7 @@ uint16 GetVehicleCallback(uint16 callback, uint32 param1, uint32 param2, EngineI
group = Resolve(engine_custom_sprites[engine][GC_DEFAULT], &object);
}
if (group == NULL || group->type != SGT_CALLBACK)
return CALLBACK_FAILED;
if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
return group->g.callback.result;
}
@ -1015,8 +1013,7 @@ uint16 GetVehicleCallbackParent(uint16 callback, uint32 param1, uint32 param2, E
group = Resolve(engine_custom_sprites[engine][GC_DEFAULT], &object);
}
if (group == NULL || group->type != SGT_CALLBACK)
return CALLBACK_FAILED;
if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
return group->g.callback.result;
}
@ -1126,19 +1123,20 @@ StringID GetCustomEngineName(EngineID engine)
// Functions for changing the order of vehicle purchase lists
// This is currently only implemented for rail vehicles.
static EngineID engine_list_order[NUM_TRAIN_ENGINES];
static EngineID _engine_list_order[NUM_TRAIN_ENGINES];
void ResetEngineListOrder(void)
{
EngineID i;
for (i = 0; i < NUM_TRAIN_ENGINES; i++)
engine_list_order[i] = i;
for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
_engine_list_order[i] = i;
}
}
EngineID GetRailVehAtPosition(EngineID pos)
{
return engine_list_order[pos];
return _engine_list_order[pos];
}
void AlterRailVehListOrder(EngineID engine, EngineID target)
@ -1150,17 +1148,15 @@ void AlterRailVehListOrder(EngineID engine, EngineID target)
// First, remove our ID from the list.
for (i = 0; i < NUM_TRAIN_ENGINES - 1; i++) {
if (engine_list_order[i] == engine)
moving = true;
if (moving)
engine_list_order[i] = engine_list_order[i + 1];
if (_engine_list_order[i] == engine) moving = true;
if (moving) _engine_list_order[i] = _engine_list_order[i + 1];
}
// Now, insert it again, before the target engine.
for (i = NUM_TRAIN_ENGINES - 1; i > 0; i--) {
engine_list_order[i] = engine_list_order[i - 1];
if (engine_list_order[i] == target) {
engine_list_order[i - 1] = engine;
_engine_list_order[i] = _engine_list_order[i - 1];
if (_engine_list_order[i] == target) {
_engine_list_order[i - 1] = engine;
break;
}
}