mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r1863) Give the effect vehicle type enums more descriptive names and use the enum as parameter type for CreateEffectVehicle*()
-Fix: [1116619] Generate the correct smoke type for diesel trains
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ac758b6875
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6b83a05ada
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@ -1057,7 +1057,7 @@ static void HandleCrashedAircraft(Vehicle *v)
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4 + (r&0xF),
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4 + ((r>>4)&0xF),
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((r>>8)&0xF),
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EV_DEMOLISH);
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EV_EXPLOSION_SMALL);
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}
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} else if (v->u.air.crashed_counter >= 10000) {
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// remove rubble of crashed airplane
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@ -1108,7 +1108,7 @@ static void HandleAircraftSmoke(Vehicle *v)
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_aircraft_smoke_xy[v->direction],
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_aircraft_smoke_xy[v->direction + 8],
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2,
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EV_SMOKE_3
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EV_SMOKE
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);
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}
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}
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@ -1206,7 +1206,7 @@ static void CrashAirplane(Vehicle *v)
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v->vehstatus |= VS_CRASHED;
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v->u.air.crashed_counter = 0;
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CreateEffectVehicleRel(v, 4, 4, 8, EV_CRASHED_SMOKE);
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
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InvalidateWindow(WC_VEHICLE_VIEW, v->index);
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@ -166,7 +166,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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}
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if ((v->tick_counter&7)==0) {
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CreateEffectVehicleRel(v, 0, -17, 2, EV_SMOKE_3);
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CreateEffectVehicleRel(v, 0, -17, 2, EV_SMOKE);
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}
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} else if (v->current_order.station == 0) {
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tile = v->tile; /**/
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@ -219,7 +219,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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SetDisasterVehiclePos(v, x, y, z);
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if (++v->age == 1) {
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CreateEffectVehicleRel(v, 0, 7, 8, EV_CRASHED_SMOKE);
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CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
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SndPlayVehicleFx(SND_12_EXPLOSION, v);
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v->u.disaster.image_override = 0xF42;
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} else if (v->age == 70) {
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@ -232,7 +232,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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-7 + (r&0xF),
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-7 + (r>>4&0xF),
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5 + (r>>8&0x7),
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EV_DEMOLISH);
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EV_EXPLOSION_SMALL);
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}
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} else if (v->age == 350) {
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v->current_order.station = 3;
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@ -323,7 +323,7 @@ static void DisasterTick_UFO(Vehicle *v)
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// destroy?
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if (v->age > 50) {
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CreateEffectVehicleRel(v, 0, 7, 8, EV_CRASHED_SMOKE);
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CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
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SndPlayVehicleFx(SND_12_EXPLOSION, v);
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DeleteDisasterVeh(v);
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}
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@ -370,7 +370,7 @@ static void DisasterTick_2(Vehicle *v)
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x + (r & 0x3F),
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y + (r >> 6 & 0x3F),
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(r >> 12 & 0xF),
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EV_DEMOLISH);
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EV_EXPLOSION_SMALL);
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if (++v->age >= 55)
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v->current_order.station = 3;
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@ -441,7 +441,7 @@ static void DisasterTick_3(Vehicle *v)
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x + (r & 0x3F),
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y + (r >> 6 & 0x3F),
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(r >> 12 & 0xF),
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EV_DEMOLISH);
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EV_EXPLOSION_SMALL);
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if (++v->age >= 55)
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v->current_order.station = 3;
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@ -614,7 +614,7 @@ static void DisasterTick_4b(Vehicle *v)
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return;
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v->current_order.station = 1;
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CreateEffectVehicleRel(u, 0, 7, 8, EV_CRASHED_SMOKE);
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CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
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SndPlayVehicleFx(SND_12_EXPLOSION, u);
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DeleteDisasterVeh(u);
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@ -625,7 +625,7 @@ static void DisasterTick_4b(Vehicle *v)
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v->x_pos-32+(r&0x3F),
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v->y_pos-32+(r>>5&0x3F),
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0,
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EV_DEMOLISH);
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EV_EXPLOSION_SMALL);
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}
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BEGIN_TILE_LOOP(tile,6,6,v->tile - TILE_XY(3,3))
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@ -669,7 +669,7 @@ static void MakeIndustryTileBiggerCase8(uint tile)
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{
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TileInfo ti;
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FindLandscapeHeight(&ti, TileX(tile) * 16, TileY(tile) * 16);
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CreateEffectVehicle(ti.x + 15, ti.y + 14, ti.z + 59 + (ti.tileh != 0 ? 8 : 0), EV_INDUSTRYSMOKE);
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CreateEffectVehicle(ti.x + 15, ti.y + 14, ti.z + 59 + (ti.tileh != 0 ? 8 : 0), EV_CHIMNEY_SMOKE);
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}
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static void MakeIndustryTileBigger(uint tile, byte size)
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@ -735,7 +735,7 @@ static void TileLoopIndustryCase161(uint tile)
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TileX(tile) * 16 + _tileloop_ind_case_161[dir + 0],
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TileY(tile) * 16 + _tileloop_ind_case_161[dir + 4],
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_tileloop_ind_case_161[dir + 8],
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EV_INDUSTRY_SMOKE
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EV_BUBBLE
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);
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if (v != NULL)
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@ -819,7 +819,7 @@ static void TileLoop_Industry(uint tile)
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break;
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case 49: {
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CreateEffectVehicleAbove(TileX(tile) * 16 + 6, TileY(tile) * 16 + 6, 43, EV_SMOKE_3);
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CreateEffectVehicleAbove(TileX(tile) * 16 + 6, TileY(tile) * 16 + 6, 43, EV_SMOKE);
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} break;
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@ -334,7 +334,9 @@ int32 CmdClearArea(int ex, int ey, uint32 flags, uint32 p1, uint32 p2)
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// draw explosion animation...
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if ((x==sx || x==ex) && (y==sy || y==ey)) {
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// big explosion in each corner, or small explosion for single tiles
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CreateEffectVehicleAbove(x + 8,y + 8, 2, sy==ey && sx==ex ? EV_DEMOLISH : EV_CRASHED_SMOKE);
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CreateEffectVehicleAbove(x + 8, y + 8, 2,
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sy == ey && sx == ex ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
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);
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}
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}
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}
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@ -980,7 +980,7 @@ static void TileLoop_Road(uint tile)
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TileX(tile) * 16 + 7,
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TileY(tile) * 16 + 7,
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0,
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EV_ROADWORK);
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EV_BULLDOZER);
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MarkTileDirtyByTile(tile);
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return;
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}
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@ -509,7 +509,7 @@ static void RoadVehIsCrashed(Vehicle *v)
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{
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v->u.road.crashed_ctr++;
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if (v->u.road.crashed_ctr == 2) {
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CreateEffectVehicleRel(v,4,4,8,EV_CRASHED_SMOKE);
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
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} else if (v->u.road.crashed_ctr <= 45) {
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if ((v->tick_counter&7)==0)
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RoadVehSetRandomDirection(v);
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@ -1454,14 +1454,14 @@ static void HandleLocomotiveSmokeCloud(Vehicle *v)
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case 1:
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// diesel smoke
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if (u->cur_speed <= 40 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x1E00) {
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CreateEffectVehicleRel(v, 0,0,10, EV_SMOKE_3);
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CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
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}
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break;
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case 2:
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// blue spark
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if ( (v->tick_counter&0x3) == 0 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x5B0) {
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CreateEffectVehicleRel(v, 0,0,10, EV_SMOKE_2);
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CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
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}
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break;
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}
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@ -2658,7 +2658,7 @@ static void HandleCrashedTrain(Vehicle *v)
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Vehicle *u;
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if ( (state == 4) && (v->u.rail.track != 0x40) ) {
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CreateEffectVehicleRel(v, 4, 4, 8, EV_CRASHED_SMOKE);
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
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}
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if (state <= 200 && (uint16)(r=Random()) <= 0x2492) {
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@ -2673,7 +2673,7 @@ static void HandleCrashedTrain(Vehicle *v)
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2 + ((r>>8)&7),
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2 + ((r>>16)&7),
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5 + (r&7),
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EV_DEMOLISH);
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EV_EXPLOSION_SMALL);
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break;
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}
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} while ( (u=u->next) != NULL);
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@ -1104,7 +1104,7 @@ static EffectTickProc * const _effect_tick_procs[] = {
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};
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Vehicle *CreateEffectVehicle(int x, int y, int z, int type)
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
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{
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Vehicle *v;
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@ -1129,12 +1129,12 @@ Vehicle *CreateEffectVehicle(int x, int y, int z, int type)
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return v;
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}
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, int type)
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type)
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{
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return CreateEffectVehicle(x, y, GetSlopeZ(x, y) + z, type);
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}
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Vehicle *CreateEffectVehicleRel(Vehicle *v, int x, int y, int z, int type)
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type)
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{
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return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
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}
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33
vehicle.h
33
vehicle.h
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@ -238,23 +238,18 @@ enum TrainSubtype {
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};
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/* Effect vehicle types */
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enum {
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EV_INDUSTRYSMOKE = 0,
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EV_STEAM_SMOKE = 1,
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EV_SMOKE_1 = 2,
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EV_SMOKE_2 = 3,
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EV_SMOKE_3 = 4,
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EV_CRASHED_SMOKE = 5,
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typedef enum EffectVehicle {
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EV_CHIMNEY_SMOKE = 0,
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EV_STEAM_SMOKE = 1,
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EV_DIESEL_SMOKE = 2,
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EV_ELECTRIC_SPARK = 3,
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EV_SMOKE = 4,
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EV_EXPLOSION_LARGE = 5,
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EV_BREAKDOWN_SMOKE = 6,
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EV_DEMOLISH = 7,
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EV_ROADWORK = 8,
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EV_INDUSTRY_SMOKE = 9,
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};
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EV_EXPLOSION_SMALL = 7,
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EV_BULLDOZER = 8,
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EV_BUBBLE = 9
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} EffectVehicle;
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typedef void VehicleTickProc(Vehicle *v);
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typedef void *VehicleFromPosProc(Vehicle *v, void *data);
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@ -295,9 +290,9 @@ int GetAircraftImage(Vehicle *v, byte direction);
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int GetRoadVehImage(Vehicle *v, byte direction);
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int GetShipImage(Vehicle *v, byte direction);
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Vehicle *CreateEffectVehicle(int x, int y, int z, int type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, int type);
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Vehicle *CreateEffectVehicleRel(Vehicle *v, int x, int y, int z, int type);
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type);
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uint32 VehicleEnterTile(Vehicle *v, uint tile, int x, int y);
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@ -601,7 +601,7 @@ static void FloodVehicle(Vehicle *v)
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NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
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v->index,
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0);
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CreateEffectVehicleRel(v,4,4,8,EV_CRASHED_SMOKE); // show cool destruction effects
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); // show cool destruction effects
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SndPlayVehicleFx(SND_12_EXPLOSION, v); // create sound
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}
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}
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