Codefix: Avoid uppercase characters in variable names. (#13985)
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@@ -1769,8 +1769,8 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_81)) {
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for (auto t : Map::Iterate()) {
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if (GetTileType(t) == MP_TREES) {
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TreeGround groundType = (TreeGround)GB(t.m2(), 4, 2);
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if (groundType != TREE_GROUND_SNOW_DESERT) SB(t.m2(), 6, 2, 3);
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TreeGround ground_type = (TreeGround)GB(t.m2(), 4, 2);
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if (ground_type != TREE_GROUND_SNOW_DESERT) SB(t.m2(), 6, 2, 3);
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}
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}
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}
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@@ -3242,15 +3242,15 @@ bool AfterLoadGame()
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TileIndex cur_tile = rv->tile;
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if (!IsLevelCrossingTile(cur_tile)) continue;
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ClosestDepot closestDepot = rv->FindClosestDepot();
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ClosestDepot closest_depot = rv->FindClosestDepot();
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/* Try to find a depot with a distance limit of 512 tiles (Manhattan distance). */
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if (closestDepot.found && DistanceManhattan(rv->tile, closestDepot.location) < 512u) {
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if (closest_depot.found && DistanceManhattan(rv->tile, closest_depot.location) < 512u) {
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/* Teleport all parts of articulated vehicles. */
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for (RoadVehicle *u = rv; u != nullptr; u = u->Next()) {
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u->tile = closestDepot.location;
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int x = TileX(closestDepot.location) * TILE_SIZE + TILE_SIZE / 2;
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int y = TileY(closestDepot.location) * TILE_SIZE + TILE_SIZE / 2;
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u->tile = closest_depot.location;
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int x = TileX(closest_depot.location) * TILE_SIZE + TILE_SIZE / 2;
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int y = TileY(closest_depot.location) * TILE_SIZE + TILE_SIZE / 2;
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u->x_pos = x;
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u->y_pos = y;
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u->z_pos = GetSlopePixelZ(x, y, true);
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