mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-24 15:24:30 +01:00
Change GameState_t members to lowerCamelCase
This commit is contained in:
@@ -46,7 +46,7 @@ GameActions::Result ScenarioSetSettingAction::Query() const
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GameActions::Result ScenarioSetSettingAction::Execute() const
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{
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auto& gameState = GetGameState();
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auto& gameState = getGameState();
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auto* windowMgr = Ui::GetWindowManager();
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switch (_setting)
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@@ -56,22 +56,22 @@ GameActions::Result ScenarioSetSettingAction::Execute() const
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{
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_NO_MONEY;
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gameState.park.Flags |= PARK_FLAGS_NO_MONEY;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_NO_MONEY;
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gameState.park.Flags &= ~PARK_FLAGS_NO_MONEY;
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}
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}
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else
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{
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_NO_MONEY;
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gameState.park.Flags |= PARK_FLAGS_NO_MONEY;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_NO_MONEY;
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gameState.park.Flags &= ~PARK_FLAGS_NO_MONEY;
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}
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// Invalidate all windows that have anything to do with finance
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windowMgr->InvalidateByClass(WindowClass::Ride);
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@@ -83,168 +83,168 @@ GameActions::Result ScenarioSetSettingAction::Execute() const
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}
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break;
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case ScenarioSetSetting::InitialCash:
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gameState.InitialCash = std::clamp<money64>(_value, 0.00_GBP, 1000000.00_GBP);
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gameState.Cash = gameState.InitialCash;
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gameState.initialCash = std::clamp<money64>(_value, 0.00_GBP, 1000000.00_GBP);
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gameState.cash = gameState.initialCash;
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windowMgr->InvalidateByClass(WindowClass::Finances);
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windowMgr->InvalidateByClass(WindowClass::BottomToolbar);
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break;
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case ScenarioSetSetting::InitialLoan:
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gameState.BankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
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gameState.MaxBankLoan = std::max(gameState.BankLoan, gameState.MaxBankLoan);
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gameState.bankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
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gameState.maxBankLoan = std::max(gameState.bankLoan, gameState.maxBankLoan);
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windowMgr->InvalidateByClass(WindowClass::Finances);
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break;
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case ScenarioSetSetting::MaximumLoanSize:
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gameState.MaxBankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
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gameState.BankLoan = std::min(gameState.BankLoan, gameState.MaxBankLoan);
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gameState.maxBankLoan = std::clamp<money64>(_value, 0.00_GBP, 5000000.00_GBP);
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gameState.bankLoan = std::min(gameState.bankLoan, gameState.maxBankLoan);
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windowMgr->InvalidateByClass(WindowClass::Finances);
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break;
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case ScenarioSetSetting::AnnualInterestRate:
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gameState.BankLoanInterestRate = std::clamp<uint8_t>(_value, 0, MaxBankLoanInterestRate);
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gameState.bankLoanInterestRate = std::clamp<uint8_t>(_value, 0, MaxBankLoanInterestRate);
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windowMgr->InvalidateByClass(WindowClass::Finances);
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break;
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case ScenarioSetSetting::ForbidMarketingCampaigns:
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
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gameState.park.Flags |= PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
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gameState.park.Flags &= ~PARK_FLAGS_FORBID_MARKETING_CAMPAIGN;
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}
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break;
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case ScenarioSetSetting::AverageCashPerGuest:
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gameState.GuestInitialCash = std::clamp<money64>(_value, 0.00_GBP, 1000.00_GBP);
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gameState.guestInitialCash = std::clamp<money64>(_value, 0.00_GBP, 1000.00_GBP);
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break;
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case ScenarioSetSetting::GuestInitialHappiness:
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gameState.GuestInitialHappiness = std::clamp<uint8_t>(_value, 40, 250);
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gameState.guestInitialHappiness = std::clamp<uint8_t>(_value, 40, 250);
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break;
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case ScenarioSetSetting::GuestInitialHunger:
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gameState.GuestInitialHunger = std::clamp<uint8_t>(_value, 40, 250);
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gameState.guestInitialHunger = std::clamp<uint8_t>(_value, 40, 250);
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break;
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case ScenarioSetSetting::GuestInitialThirst:
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gameState.GuestInitialThirst = std::clamp<uint8_t>(_value, 40, 250);
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gameState.guestInitialThirst = std::clamp<uint8_t>(_value, 40, 250);
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break;
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case ScenarioSetSetting::GuestsPreferLessIntenseRides:
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
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gameState.park.Flags |= PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
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gameState.park.Flags &= ~PARK_FLAGS_PREF_LESS_INTENSE_RIDES;
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}
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break;
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case ScenarioSetSetting::GuestsPreferMoreIntenseRides:
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
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gameState.park.Flags |= PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
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gameState.park.Flags &= ~PARK_FLAGS_PREF_MORE_INTENSE_RIDES;
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}
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break;
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case ScenarioSetSetting::CostToBuyLand:
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gameState.LandPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
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gameState.landPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
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break;
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case ScenarioSetSetting::CostToBuyConstructionRights:
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gameState.ConstructionRightsPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
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gameState.constructionRightsPrice = std::clamp<money64>(_value, 5.00_GBP, 200.00_GBP);
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break;
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case ScenarioSetSetting::ParkChargeMethod:
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if (gLegacyScene == LegacyScene::scenarioEditor)
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{
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if (_value == 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.Park.EntranceFee = 0.00_GBP;
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gameState.park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.park.EntranceFee = 0.00_GBP;
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}
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else if (_value == 1)
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{
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gameState.Park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.Park.EntranceFee = 10.00_GBP;
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gameState.park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.park.EntranceFee = 10.00_GBP;
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}
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else
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{
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gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.Park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.Park.EntranceFee = 10.00_GBP;
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gameState.park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.park.EntranceFee = 10.00_GBP;
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}
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}
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else
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{
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if (_value == 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
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}
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else if (_value == 1)
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{
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gameState.Park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.Park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.park.Flags &= ~PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.park.Flags &= ~PARK_FLAGS_UNLOCK_ALL_PRICES;
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}
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else
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{
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gameState.Park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.Park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
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gameState.park.Flags |= PARK_FLAGS_PARK_FREE_ENTRY;
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gameState.park.Flags |= PARK_FLAGS_UNLOCK_ALL_PRICES;
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}
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windowMgr->InvalidateByClass(WindowClass::ParkInformation);
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windowMgr->InvalidateByClass(WindowClass::Ride);
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}
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break;
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case ScenarioSetSetting::ParkChargeEntryFee:
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gameState.Park.EntranceFee = std::clamp<money64>(_value, 0.00_GBP, kMaxEntranceFee);
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gameState.park.EntranceFee = std::clamp<money64>(_value, 0.00_GBP, kMaxEntranceFee);
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windowMgr->InvalidateByClass(WindowClass::ParkInformation);
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break;
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case ScenarioSetSetting::ForbidTreeRemoval:
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_FORBID_TREE_REMOVAL;
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gameState.park.Flags |= PARK_FLAGS_FORBID_TREE_REMOVAL;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_FORBID_TREE_REMOVAL;
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gameState.park.Flags &= ~PARK_FLAGS_FORBID_TREE_REMOVAL;
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}
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break;
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case ScenarioSetSetting::ForbidLandscapeChanges:
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
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gameState.park.Flags |= PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
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gameState.park.Flags &= ~PARK_FLAGS_FORBID_LANDSCAPE_CHANGES;
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}
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break;
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case ScenarioSetSetting::ForbidHighConstruction:
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
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gameState.park.Flags |= PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
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gameState.park.Flags &= ~PARK_FLAGS_FORBID_HIGH_CONSTRUCTION;
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}
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break;
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case ScenarioSetSetting::ParkRatingHigherDifficultyLevel:
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_DIFFICULT_PARK_RATING;
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gameState.park.Flags |= PARK_FLAGS_DIFFICULT_PARK_RATING;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_DIFFICULT_PARK_RATING;
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gameState.park.Flags &= ~PARK_FLAGS_DIFFICULT_PARK_RATING;
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}
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break;
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case ScenarioSetSetting::GuestGenerationHigherDifficultyLevel:
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
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gameState.park.Flags |= PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
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gameState.park.Flags &= ~PARK_FLAGS_DIFFICULT_GUEST_GENERATION;
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}
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break;
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case ScenarioSetSetting::AllowEarlyCompletion:
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@@ -254,11 +254,11 @@ GameActions::Result ScenarioSetSettingAction::Execute() const
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{
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if (_value != 0)
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{
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gameState.Park.Flags |= PARK_FLAGS_RCT1_INTEREST;
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gameState.park.Flags |= PARK_FLAGS_RCT1_INTEREST;
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}
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else
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{
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gameState.Park.Flags &= ~PARK_FLAGS_RCT1_INTEREST;
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gameState.park.Flags &= ~PARK_FLAGS_RCT1_INTEREST;
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}
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break;
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}
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