(svn r20184) -Codechange: make _trees_tick_ctr and _disaster_delay not use VARDEF and put them in a more logical location

This commit is contained in:
rubidium 2010-07-19 15:51:06 +00:00
parent 45213e5708
commit 3bb544e54d
5 changed files with 9 additions and 6 deletions

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@ -48,6 +48,9 @@
#include "table/strings.h"
#include "table/sprites.h"
/** Delay counter for considering the next disaster. */
uint16 _disaster_delay;
enum DisasterSubType {
ST_ZEPPELINER,
ST_ZEPPELINER_SHADOW,

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@ -26,6 +26,8 @@
#include "saveload.h"
extern TileIndex _cur_tileloop_tile;
extern uint16 _disaster_delay;
extern byte _trees_tick_ctr;
/* Keep track of current game position */
int _saved_scrollpos_x;

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@ -1552,6 +1552,8 @@ static bool LoadTTDPatchExtraChunks(LoadgameState *ls, int num)
}
extern TileIndex _cur_tileloop_tile;
extern uint16 _disaster_delay;
extern byte _trees_tick_ctr;
static const OldChunks main_chunk[] = {
OCL_ASSERT( OC_TTD, 0 ),
OCL_ASSERT( OC_TTO, 0 ),

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@ -52,6 +52,8 @@ enum ExtraTreePlacement {
ETP_ALL, ///< Place trees on all tiles
};
/** Determines when to consider building more trees. */
byte _trees_tick_ctr;
/**
* Tests if a tile can be converted to MP_TREES

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@ -19,12 +19,6 @@
/* Amount of game ticks */
VARDEF uint16 _tick_counter;
/* Also save scrollpos_x, scrollpos_y and zoom */
VARDEF uint16 _disaster_delay;
/* Determines how often to run the tree loop */
VARDEF byte _trees_tick_ctr;
/* NOSAVE: Used in palette animations only, not really important. */
VARDEF int _palette_animation_counter;