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https://github.com/OpenRCT2/OpenRCT2
synced 2026-02-02 19:56:13 +01:00
Change GameState_t members to lowerCamelCase
This commit is contained in:
@@ -197,7 +197,7 @@ static void ShortcutAdjustLand()
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if (gLegacyScene == LegacyScene::titleSequence)
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return;
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if (gLegacyScene == LegacyScene::scenarioEditor && GetGameState().EditorStep != EditorStep::LandscapeEditor)
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if (gLegacyScene == LegacyScene::scenarioEditor && getGameState().editorStep != EditorStep::LandscapeEditor)
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return;
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if (isInTrackDesignerOrManager())
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@@ -211,7 +211,7 @@ static void ShortcutAdjustWater()
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if (gLegacyScene == LegacyScene::titleSequence)
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return;
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if (gLegacyScene == LegacyScene::scenarioEditor && GetGameState().EditorStep != EditorStep::LandscapeEditor)
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if (gLegacyScene == LegacyScene::scenarioEditor && getGameState().editorStep != EditorStep::LandscapeEditor)
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return;
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if (isInTrackDesignerOrManager())
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@@ -225,7 +225,7 @@ static void ShortcutBuildScenery()
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if (gLegacyScene == LegacyScene::titleSequence)
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return;
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if (gLegacyScene == LegacyScene::scenarioEditor && GetGameState().EditorStep != EditorStep::LandscapeEditor)
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if (gLegacyScene == LegacyScene::scenarioEditor && getGameState().editorStep != EditorStep::LandscapeEditor)
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return;
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if (isInTrackDesignerOrManager())
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@@ -239,7 +239,7 @@ static void ShortcutBuildPaths()
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if (gLegacyScene == LegacyScene::titleSequence)
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return;
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if (gLegacyScene == LegacyScene::scenarioEditor && GetGameState().EditorStep != EditorStep::LandscapeEditor)
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if (gLegacyScene == LegacyScene::scenarioEditor && getGameState().editorStep != EditorStep::LandscapeEditor)
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return;
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if (isInTrackDesignerOrManager())
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@@ -268,7 +268,7 @@ static void ShortcutShowFinancialInformation()
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return;
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if (!(isInTrackDesignerOrManager()))
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if (!(GetGameState().Park.Flags & PARK_FLAGS_NO_MONEY))
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if (!(getGameState().park.Flags & PARK_FLAGS_NO_MONEY))
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ContextOpenWindow(WindowClass::Finances);
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}
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@@ -341,7 +341,7 @@ static void ShortcutShowMap()
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if (gLegacyScene == LegacyScene::titleSequence)
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return;
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if (gLegacyScene != LegacyScene::scenarioEditor || GetGameState().EditorStep == EditorStep::LandscapeEditor)
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if (gLegacyScene != LegacyScene::scenarioEditor || getGameState().editorStep == EditorStep::LandscapeEditor)
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if (!(isInTrackDesignerOrManager()))
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ContextOpenWindow(WindowClass::Map);
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}
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@@ -398,7 +398,7 @@ static void ShortcutClearScenery()
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if (gLegacyScene == LegacyScene::titleSequence)
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return;
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if (gLegacyScene == LegacyScene::scenarioEditor && GetGameState().EditorStep != EditorStep::LandscapeEditor)
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if (gLegacyScene == LegacyScene::scenarioEditor && getGameState().editorStep != EditorStep::LandscapeEditor)
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return;
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if (isInTrackDesignerOrManager())
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@@ -420,7 +420,7 @@ static void ShortcutQuickSaveGame()
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auto intent = Intent(WindowClass::Loadsave);
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intent.PutEnumExtra<LoadSaveAction>(INTENT_EXTRA_LOADSAVE_ACTION, LoadSaveAction::save);
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intent.PutEnumExtra<LoadSaveType>(INTENT_EXTRA_LOADSAVE_TYPE, LoadSaveType::landscape);
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intent.PutExtra(INTENT_EXTRA_PATH, GetGameState().ScenarioName);
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intent.PutExtra(INTENT_EXTRA_PATH, getGameState().scenarioName);
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ContextOpenIntent(&intent);
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}
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}
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@@ -438,7 +438,7 @@ static void ShortcutOpenSceneryPicker()
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{
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if ((gLegacyScene == LegacyScene::titleSequence || gLegacyScene == LegacyScene::trackDesigner
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|| gLegacyScene == LegacyScene::trackDesignsManager)
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|| (gLegacyScene == LegacyScene::scenarioEditor && GetGameState().EditorStep != EditorStep::LandscapeEditor))
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|| (gLegacyScene == LegacyScene::scenarioEditor && getGameState().editorStep != EditorStep::LandscapeEditor))
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return;
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auto* windowMgr = GetWindowManager();
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@@ -610,7 +610,7 @@ static void ShortcutDecreaseElementHeight()
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static void ShortcutToggleClearanceChecks()
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{
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auto cheatSetAction = CheatSetAction(
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CheatType::DisableClearanceChecks, GetGameState().Cheats.disableClearanceChecks ? 0 : 1);
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CheatType::DisableClearanceChecks, getGameState().cheats.disableClearanceChecks ? 0 : 1);
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GameActions::Execute(&cheatSetAction);
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}
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@@ -758,7 +758,7 @@ void ShortcutManager::RegisterDefaultShortcuts()
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{
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windowMgr->CloseAll();
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}
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else if (GetGameState().EditorStep == EditorStep::LandscapeEditor)
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else if (getGameState().editorStep == EditorStep::LandscapeEditor)
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{
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windowMgr->CloseTop();
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}
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