(svn r1568) made an enum of train subtypes to make the code more readable

This commit is contained in:
bjarni 2005-01-19 19:15:03 +00:00
parent e4a3d284b2
commit 2fd3553d78
12 changed files with 73 additions and 68 deletions

View File

@ -128,7 +128,7 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
FOR_ALL_VEHICLES(v) {
if (v->owner != owner)
continue;
if ((v->type == VEH_Train && v->subtype == 0) ||
if ((v->type == VEH_Train && v->subtype == TS_Front_Engine) ||
v->type == VEH_Road ||
(v->type == VEH_Aircraft && v->subtype<=2) ||
v->type == VEH_Ship) {
@ -310,7 +310,7 @@ void ChangeOwnershipOfPlayerItems(byte old_player, byte new_player)
// Determine Ids for the new vehicles
FOR_ALL_VEHICLES(v) {
if (v->owner == new_player) {
if (v->type == VEH_Train && v->subtype == 0)
if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
num_train++;
else if (v->type == VEH_Road)
num_road++;
@ -330,7 +330,7 @@ void ChangeOwnershipOfPlayerItems(byte old_player, byte new_player)
DeleteVehicle(v);
} else {
v->owner = new_player;
if (v->type == VEH_Train && v->subtype == 0)
if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
v->unitnumber = ++num_train;
else if (v->type == VEH_Road)
v->unitnumber = ++num_road;
@ -1297,7 +1297,7 @@ static bool LoadWait(const Vehicle *v, const Vehicle *u) {
}
FOR_ALL_VEHICLES(x) {
if ((x->type != VEH_Train || x->subtype == 0) && // for all locs
if ((x->type != VEH_Train || x->subtype == TS_Front_Engine) && // for all locs
u->last_station_visited == x->last_station_visited && // at the same station
!(x->vehstatus & VS_STOPPED) && // not stopped
x->current_order.type == OT_LOADING && // loading

View File

@ -810,7 +810,7 @@ static void ToolbarTrainClick(Window *w)
Vehicle *v;
int dis = -1;
FOR_ALL_VEHICLES(v)
if (v->type == VEH_Train && v->subtype == 0) CLRBIT(dis, v->owner);
if (v->type == VEH_Train && v->subtype == TS_Front_Engine) CLRBIT(dis, v->owner);
PopupMainPlayerToolbMenu(w, 310, 13, dis);
}

View File

@ -1249,7 +1249,7 @@ void NetworkPopulateCompanyInfo(void)
if (v->owner < MAX_PLAYERS)
switch (v->type) {
case VEH_Train:
if (v->subtype == 0)
if (v->subtype == TS_Front_Engine)
_network_player_info[v->owner].num_vehicle[0]++;
break;
case VEH_Road:

View File

@ -271,9 +271,9 @@ static bool HandleOrderVehClick(Vehicle *v, Vehicle *u, Window *w)
if (u->type != v->type)
return false;
if (u->type == VEH_Train && u->subtype != 0) {
if (u->type == VEH_Train && u->subtype != TS_Front_Engine) {
u = GetFirstVehicleInChain(u);
if (u->subtype != 0)
if (u->subtype != TS_Front_Engine)
return false;
}

View File

@ -424,7 +424,7 @@ static void DrawPlayerVehiclesAmount(int player)
FOR_ALL_VEHICLES(v) {
if (v->owner == player) {
if (v->type == VEH_Train) {
if (v->subtype == 0)
if (v->subtype == TS_Front_Engine)
train++;
} else if (v->type == VEH_Road) {
road++;

View File

@ -2188,7 +2188,7 @@ static uint32 VehicleEnter_Station(Vehicle *v, uint tile, int x, int y)
uint16 spd;
if (v->type == VEH_Train) {
if (IS_BYTE_INSIDE(_map5[tile], 0, 8) && v->subtype == 0 &&
if (IS_BYTE_INSIDE(_map5[tile], 0, 8) && v->subtype == TS_Front_Engine &&
!IsTrainStationTile(tile + TileOffsByDir(v->direction >> 1))) {
station_id = _map2[tile];

View File

@ -39,7 +39,7 @@ void UpdateTrainAcceleration(Vehicle *v)
uint acc, power=0, max_speed=5000, weight=0;
Vehicle *u = v;
assert(v->subtype == 0);
assert(v->subtype == TS_Front_Engine);
// compute stuff like max speed, power, and weight.
do {
@ -92,7 +92,7 @@ static int GetRealisticAcceleration(Vehicle *v)
float f = 0.0f, spd;
int curves = 0;
assert(v->subtype == 0);
assert(v->subtype == TS_Front_Engine);
// compute inclination force and number of curves.
do {
@ -251,7 +251,7 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_Train && w->tile == (TileIndex)tile &&
w->subtype == 4 && w->engine_type == engine) {
w->subtype == TS_Free_Car && w->engine_type == engine) {
u = GetLastVehicleInChain(w);
break;
}
@ -275,12 +275,12 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
v->u.rail.track = 0x80;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
v->subtype = 4;
v->subtype = TS_Free_Car;
if (u != NULL) {
u->next = v;
v->subtype = 2;
v->subtype = TS_Not_First;
v->u.rail.first_engine = u->u.rail.first_engine;
if (v->u.rail.first_engine == 0xffff && u->subtype == 0)
if (v->u.rail.first_engine == 0xffff && u->subtype == TS_Front_Engine )
v->u.rail.first_engine = u->engine_type;
} else {
v->u.rail.first_engine = 0xffff;
@ -314,7 +314,7 @@ static void NormalizeTrainVehInDepot(Vehicle *u)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && v->subtype==4 &&
if (v->type == VEH_Train && v->subtype == TS_Free_Car &&
v->tile == u->tile &&
v->u.rail.track == 0x80) {
if (DoCommandByTile(0,v->index | (u->index<<16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE) == CMD_ERROR)
@ -377,7 +377,7 @@ void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
u->u.rail.track = 0x80;
v->u.rail.first_engine = 0xffff;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->subtype = 2;
u->subtype = TS_Not_First;
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_cap = v->cargo_cap;
@ -517,7 +517,7 @@ errmsg:
do {
count++;
if (v->u.rail.track != 0x80 || v->tile != (TileIndex)tile ||
(v->subtype==0 && !(v->vehstatus&VS_STOPPED)))
(v->subtype == TS_Front_Engine && !(v->vehstatus&VS_STOPPED)))
goto errmsg;
} while ( (v=v->next) != NULL);
@ -534,7 +534,7 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
Vehicle *u;
if ((v=v->next) == NULL) return NULL;
for (u=v; u; u=u->next) u->u.rail.first_engine = v->engine_type;
v->subtype = 4;
v->subtype = TS_Free_Car;
return v;
} else {
Vehicle *u;
@ -551,7 +551,7 @@ static Vehicle *FindGoodVehiclePos(Vehicle *src)
TileIndex tile = src->tile;
FOR_ALL_VEHICLES(dst) {
if (dst->type==VEH_Train && dst->subtype==4 && dst->tile==tile) {
if (dst->type == VEH_Train && dst->subtype == TS_Free_Car && dst->tile==tile) {
// check so all vehicles in the line have the same engine.
Vehicle *v = dst;
while (v->engine_type == eng) {
@ -611,7 +611,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (num < 0)
return CMD_ERROR;
if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype==0)
if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype == TS_Front_Engine )
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
// if it's a multiheaded vehicle we're dragging to, drag to the vehicle before..
@ -630,7 +630,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
return 0;
// moving a loco to a new line?, then we need to assign a unitnumber.
if (dst == NULL && src->subtype != 0 && is_loco) {
if (dst == NULL && src->subtype != TS_Front_Engine && is_loco) {
uint unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
@ -658,30 +658,30 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (dst == NULL) {
// move the train to an empty line. for locomotives, we set the type to 0. for wagons, 4.
if (is_loco) {
if (src->subtype != 0) {
if (src->subtype != TS_Front_Engine) {
// setting the type to 0 also involves setting up the orders field.
src->subtype = 0;
src->subtype = TS_Front_Engine;
assert(src->orders == NULL);
src->num_orders = 0;
}
dst_head = src;
} else {
src->subtype = 4;
src->subtype = TS_Free_Car;
}
src->u.rail.first_engine = 0xffff;
} else {
if (src->subtype == 0) {
if (src->subtype == TS_Front_Engine) {
// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
DeleteVehicleOrders(src);
}
src->subtype = 2;
src->subtype = TS_Not_First;
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
// setup first_engine
src->u.rail.first_engine = dst->u.rail.first_engine;
if (src->u.rail.first_engine == 0xffff && dst->subtype == 0)
if (src->u.rail.first_engine == 0xffff && dst->subtype == TS_Front_Engine)
src->u.rail.first_engine = dst->engine_type;
// link in the wagon(s) in the chain.
@ -696,12 +696,12 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
dst->next = src;
}
if (src_head->subtype == 0)
if (src_head->subtype == TS_Front_Engine)
UpdateTrainAcceleration(src_head);
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
if (dst_head) {
if (dst_head->subtype == 0)
if (dst_head->subtype == TS_Front_Engine)
UpdateTrainAcceleration(dst_head);
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
}
@ -751,7 +751,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
// get first vehicle in chain
first = v;
if (first->subtype != 0) {
if (first->subtype != TS_Front_Engine) {
first = GetFirstVehicleInChain(first);
last = GetLastVehicleInChain(first);
//now if:
@ -761,7 +761,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
// 4) the first and the last vehicle of the chain are not identical
// 5) and of "engine" type (i.e. not a carriage)
// then let the last vehicle live
if ( (p2 == 1) && (v != last) && ( last->engine_type == first->engine_type ) && (last != first) && (first->subtype == 0) )
if ( (p2 == 1) && (v != last) && ( last->engine_type == first->engine_type ) && (last != first) && (first->subtype == TS_Front_Engine) )
last = GetPrevVehicleInChain(last);
else
last = NULL;
@ -785,11 +785,11 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
// always redraw the depot. maybe redraw train list
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
if (first->subtype == 0) {
if (first->subtype == TS_Front_Engine) {
RebuildVehicleLists();
}
// when selling an attached locomotive. we need to delete its window.
if (v->subtype == 0) {
if (v->subtype == TS_Front_Engine) {
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
// rearrange all vehicles that follow to separate lines.
@ -829,7 +829,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
}
// an attached train changed?
if (first && first->subtype == 0) {
if (first && first->subtype == TS_Front_Engine) {
UpdateTrainAcceleration(first);
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
}
@ -1920,7 +1920,7 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
// tracks over roads, do owner check of tracks (_map_owner[tile])
return
_map_owner[tile] == v->owner &&
(v->subtype != 0 || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);
(v->subtype != TS_Front_Engine || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);
default:
return true;
@ -1928,7 +1928,7 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
return
_map_owner[tile] == v->owner &&
(v->subtype != 0 || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
(v->subtype != TS_Front_Engine || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
}
typedef struct {
@ -2028,14 +2028,14 @@ static int CountPassengersInTrain(Vehicle *v)
{
int num = 0;
BEGIN_ENUM_WAGONS(v)
if (v->cargo_type == 0) num += v->cargo_count;
if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count;
END_ENUM_WAGONS(v)
return num;
}
/*
* Checks whether the specified tried has a collision with another vehicle. If
* so, destroys this vehicle, and the other vehicle if its subtype is 0 (?).
* so, destroys this vehicle, and the other vehicle if its subtype is 0 (TS_Front_Engine).
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
@ -2074,7 +2074,7 @@ static void CheckTrainCollision(Vehicle *v)
num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(v);
if (coll->subtype == 0)
if (coll->subtype == TS_Front_Engine)
SetVehicleCrashed(coll);
@ -2093,7 +2093,7 @@ static void *CheckVehicleAtSignal(Vehicle *v, void *data)
{
uint32 d = (uint32)data;
if (v->type == VEH_Train && v->subtype == 0 && v->tile == (TileIndex)(d >> 8)) {
if (v->type == VEH_Train && v->subtype == TS_Front_Engine && v->tile == (TileIndex)(d >> 8)) {
byte diff = (v->direction - (byte)d + 2) & 7;
if (diff == 2 || (v->cur_speed <= 5 && diff <= 4))
return (void*)1;
@ -2196,14 +2196,14 @@ static void TrainController(Vehicle *v)
if (r&0x8)
goto invalid_rail;
if (v->subtype == 0) v->load_unload_time_rem = 0;
if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;
if (!(r&0x4)) {
v->tile = gp.new_tile;
v->u.rail.track = chosen_track;
}
if (v->subtype == 0)
if (v->subtype == TS_Front_Engine)
TrainMovedChangeSignals(gp.new_tile, dir>>1);
/* Signals can only change when the first
@ -2606,11 +2606,11 @@ void Train_Tick(Vehicle *v)
v->tick_counter++;
if (v->subtype == 0) {
if (v->subtype == TS_Front_Engine) {
TrainLocoHandler(v, false);
// make sure vehicle wasn't deleted.
if (v->type == VEH_Train && v->subtype == 0)
if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
TrainLocoHandler(v, true);
}
}
@ -2629,7 +2629,7 @@ void TrainEnterDepot(Vehicle *v, uint tile)
{
SetSignalsOnBothDir(tile, _depot_track_ind[_map5[tile]&3]);
if (v->subtype != 0)
if (v->subtype != TS_Front_Engine)
v = GetFirstVehicleInChain(v);
VehicleServiceInDepot(v);
@ -2741,7 +2741,7 @@ void OnNewDay_Train(Vehicle *v)
if ((++v->day_counter & 7) == 0)
DecreaseVehicleValue(v);
if (v->subtype == 0) {
if (v->subtype == TS_Front_Engine) {
CheckVehicleBreakdown(v);
AgeVehicle(v);
@ -2785,7 +2785,7 @@ void TrainsYearlyLoop()
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && v->subtype == 0) {
if (v->type == VEH_Train && v->subtype == TS_Front_Engine) {
// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
@ -2809,7 +2809,7 @@ extern void ShowTrainViewWindow(Vehicle *v);
void HandleClickOnTrain(Vehicle *v)
{
if (v->subtype != 0) v = GetFirstVehicleInChain(v);
if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);
ShowTrainViewWindow(v);
}

View File

@ -65,7 +65,7 @@ void CcBuildWagon(bool success, uint tile, uint32 p1, uint32 p2)
// find a locomotive in the depot.
found = NULL;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && v->subtype==0 &&
if (v->type == VEH_Train && v->subtype == TS_Front_Engine &&
v->tile == tile &&
v->u.rail.track == 0x80) {
if (found != NULL) // must be exactly one.
@ -314,12 +314,12 @@ static void DrawTrainDepotWindow(Window *w)
hnum = 1;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train &&
(v->subtype == 0 || v->subtype == 4) &&
(v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car) &&
v->tile == (TileIndex)tile &&
v->u.rail.track == 0x80) {
num++;
// determine number of items in the X direction.
if (v->subtype == 0) {
if (v->subtype == TS_Front_Engine) {
i = 0;
u = v;
do i++; while ( (u=u->next) != NULL);
@ -349,7 +349,7 @@ static void DrawTrainDepotWindow(Window *w)
// draw all trains
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train &&
v->subtype == 0 &&
v->subtype == TS_Front_Engine &&
v->tile == (TileIndex)tile &&
v->u.rail.track == 0x80 &&
--num < 0 && num >= -w->vscroll.cap) {
@ -377,7 +377,7 @@ static void DrawTrainDepotWindow(Window *w)
// draw all remaining vehicles
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train &&
v->subtype == 4 &&
v->subtype == TS_Free_Car &&
v->tile == (TileIndex)tile &&
v->u.rail.track == 0x80 &&
--num < 0 && num >= -w->vscroll.cap) {
@ -424,7 +424,7 @@ static int GetVehicleFromTrainDepotWndPt(Window *w, int x, int y, GetDepotVehicl
/* go through all the locomotives */
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train &&
v->subtype == 0 &&
v->subtype == TS_Front_Engine &&
v->tile == w->window_number &&
v->u.rail.track == 0x80 &&
--row < 0) {
@ -438,7 +438,7 @@ static int GetVehicleFromTrainDepotWndPt(Window *w, int x, int y, GetDepotVehicl
/* and then the list of free wagons */
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train &&
v->subtype == 4 &&
v->subtype == TS_Free_Car &&
v->tile == w->window_number &&
v->u.rail.track == 0x80 &&
--row < 0)
@ -455,7 +455,7 @@ found_it:
d->head = d->wagon = v;
/* either pressed the flag or the number, but only when it's a loco */
if (area_x < 0 && v->subtype==0)
if (area_x < 0 && v->subtype == TS_Front_Engine)
return area_x;
/* find the vehicle in this row that was clicked */
@ -475,7 +475,7 @@ static void TrainDepotMoveVehicle(Vehicle *wagon, int sel, Vehicle *head)
v = GetVehicle(sel);
if (/*v->subtype == 0 ||*/ v == wagon)
if (/*v->subtype == TS_Front_Engine ||*/ v == wagon)
return;
if (wagon == NULL) {
@ -576,7 +576,7 @@ static void TrainDepotWndProc(Window *w, WindowEvent *e)
sell_cmd = (e->click.widget == 5 || _ctrl_pressed) ? 1 : 0;
if (v->subtype != 0) {
if (v->subtype != TS_Front_Engine) {
DoCommandP(v->tile, v->index, sell_cmd, NULL, CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE));
} else {
_backup_orders_tile = v->tile;
@ -597,7 +597,7 @@ static void TrainDepotWndProc(Window *w, WindowEvent *e)
sel != INVALID_VEHICLE) {
if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
} else if (gdvp.head != NULL && gdvp.head->subtype==0) {
} else if (gdvp.head != NULL && gdvp.head->subtype == TS_Front_Engine) {
ShowTrainViewWindow(gdvp.head);
}
}
@ -1365,7 +1365,7 @@ static void PlayerTrainsWndProc(Window *w, WindowEvent *e)
v = GetVehicle(vl->sort_list[id_v].index);
assert(v->type == VEH_Train && v->subtype == 0 && v->owner == owner);
assert(v->type == VEH_Train && v->subtype == TS_Front_Engine && v->owner == owner);
ShowTrainViewWindow(v);
}

View File

@ -1413,7 +1413,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, uint tile, int x, int y)
vdir = v->direction >> 1;
if (v->u.rail.track != 0x40 && dir == vdir) {
if (v->subtype == 0 && fc == _tunnel_fractcoord_1[dir]) {
if (v->subtype == TS_Front_Engine && fc == _tunnel_fractcoord_1[dir]) {
if (v->spritenum < 4)
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
return 0;
@ -1465,7 +1465,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, uint tile, int x, int y)
}
}
} else if (_map5[tile] & 0x80) {
if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == 0)) {
if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == TS_Front_Engine)) {
if (GetTileSlope(tile, &h) != 0)
h += 8; // Compensate for possible foundation
if (!(_map5[tile] & 0x40) || // start/end tile of bridge

View File

@ -159,7 +159,7 @@ void AfterLoadVehicles()
VehiclePositionChanged(v);
if (v->type == VEH_Train) {
if (v->subtype == 0)
if (v->subtype == TS_Front_Engine)
UpdateTrainAcceleration(v);
}
}
@ -2012,7 +2012,7 @@ static void Load_VEHS()
FOR_ALL_VEHICLES(v) {
Vehicle *w;
if (v->type != VEH_Train || v->subtype != 0)
if (v->type != VEH_Train || v->subtype != TS_Front_Engine)
continue;
for (w = v->next; w; w = w->next)

View File

@ -229,7 +229,12 @@ enum VehStatus {
VS_CRASHED = 0x80,
};
// 1 and 3 do not appear to be used
enum TrainSubtype {
TS_Front_Engine = 0,
TS_Not_First = 2,
TS_Free_Car = 4,
};
/* Effect vehicle types */
enum {

View File

@ -72,7 +72,7 @@ void ResortVehicleLists(void)
void BuildVehicleList(vehiclelist_d *vl, int type, int owner, int station)
{
int subtype = (type != VEH_Aircraft) ? 0 : 2;
int subtype = (type != VEH_Aircraft) ? TS_Front_Engine : 2;
int n = 0;
int i;