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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-24 23:34:37 +01:00
Use small scenery element as return
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@@ -2966,7 +2966,7 @@ EntranceElement* map_get_ride_exit_element_at(int32_t x, int32_t y, int32_t z, b
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return nullptr;
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}
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TileElement* map_get_small_scenery_element_at(int32_t x, int32_t y, int32_t z, int32_t type, uint8_t quadrant)
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SmallSceneryElement* map_get_small_scenery_element_at(int32_t x, int32_t y, int32_t z, int32_t type, uint8_t quadrant)
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{
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TileElement* tileElement = map_get_first_element_at(x >> 5, y >> 5);
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if (tileElement != nullptr)
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@@ -2982,7 +2982,7 @@ TileElement* map_get_small_scenery_element_at(int32_t x, int32_t y, int32_t z, i
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if (tileElement->AsSmallScenery()->GetEntryIndex() != type)
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continue;
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return tileElement;
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return tileElement->AsSmallScenery();
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} while (!(tileElement++)->IsLastForTile());
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}
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return nullptr;
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@@ -147,7 +147,7 @@ TileElement* map_get_surface_element_at(int32_t x, int32_t y);
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TileElement* map_get_surface_element_at(CoordsXY coords);
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TileElement* map_get_path_element_at(int32_t x, int32_t y, int32_t z);
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TileElement* map_get_wall_element_at(int32_t x, int32_t y, int32_t z, int32_t direction);
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TileElement* map_get_small_scenery_element_at(int32_t x, int32_t y, int32_t z, int32_t type, uint8_t quadrant);
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SmallSceneryElement* map_get_small_scenery_element_at(int32_t x, int32_t y, int32_t z, int32_t type, uint8_t quadrant);
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EntranceElement* map_get_park_entrance_element_at(int32_t x, int32_t y, int32_t z, bool ghost);
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EntranceElement* map_get_ride_entrance_element_at(int32_t x, int32_t y, int32_t z, bool ghost);
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EntranceElement* map_get_ride_exit_element_at(int32_t x, int32_t y, int32_t z, bool ghost);
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@@ -42,7 +42,7 @@ static money32 SmallScenerySetColour(
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}
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}
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TileElement* tileElement = map_get_small_scenery_element_at(x, y, baseHeight, sceneryType, quadrant);
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auto tileElement = map_get_small_scenery_element_at(x, y, baseHeight, sceneryType, quadrant);
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if (tileElement == nullptr)
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{
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@@ -56,8 +56,8 @@ static money32 SmallScenerySetColour(
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if (flags & GAME_COMMAND_FLAG_APPLY)
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{
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tileElement->AsSmallScenery()->SetPrimaryColour(primaryColour);
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tileElement->AsSmallScenery()->SetSecondaryColour(secondaryColour);
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tileElement->SetPrimaryColour(primaryColour);
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tileElement->SetSecondaryColour(secondaryColour);
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map_invalidate_tile_full(x, y);
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}
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