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https://github.com/OpenRCT2/OpenRCT2
synced 2025-12-23 15:52:55 +01:00
Close #13476: Unneeded colour variables in TopToolbar.cpp
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@@ -314,10 +314,6 @@ static ClearAction GetClearAction();
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static bool _landToolBlocked;
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static uint8_t _unkF64F0E;
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static int16_t _unkF64F0A;
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// rct2: 0x00F64F15
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static colour_t _secondaryColour;
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// rct2: 0x00F64F16
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static colour_t _tertiaryColour;
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/**
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* Creates the main game top toolbar window.
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@@ -1227,7 +1223,7 @@ static void sub_6E1F34_update_screen_coords_and_buttons_pressed(bool canRaiseIte
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static void sub_6E1F34_small_scenery(
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const ScreenCoordsXY& sourceScreenPos, ObjectEntryIndex sceneryIndex, CoordsXY& gridPos, uint8_t* outQuadrant,
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colour_t* outPrimaryColour, colour_t* outSecondaryColour, Direction* outRotation)
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Direction* outRotation)
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{
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rct_window* w = window_find_by_class(WC_SCENERY);
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@@ -1329,8 +1325,6 @@ static void sub_6E1F34_small_scenery(
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}
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*outQuadrant = quadrant ^ 2;
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*outPrimaryColour = gWindowSceneryPrimaryColour;
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*outSecondaryColour = gWindowScenerySecondaryColour;
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*outRotation = rotation;
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return;
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@@ -1415,8 +1409,6 @@ static void sub_6E1F34_small_scenery(
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}
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*outQuadrant = 0;
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*outPrimaryColour = gWindowSceneryPrimaryColour;
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*outSecondaryColour = gWindowScenerySecondaryColour;
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*outRotation = rotation;
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}
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@@ -1455,8 +1447,7 @@ static void sub_6E1F34_path_item(
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}
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static void sub_6E1F34_wall(
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const ScreenCoordsXY& sourceScreenPos, ObjectEntryIndex sceneryIndex, CoordsXY& gridPos, colour_t* outPrimaryColour,
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uint8_t* outEdges)
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const ScreenCoordsXY& sourceScreenPos, ObjectEntryIndex sceneryIndex, CoordsXY& gridPos, uint8_t* outEdges)
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{
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rct_window* w = window_find_by_class(WC_SCENERY);
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@@ -1536,21 +1527,16 @@ static void sub_6E1F34_wall(
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if (gridPos.isNull())
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return;
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_secondaryColour = gWindowScenerySecondaryColour;
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_tertiaryColour = gWindowSceneryTertiaryColour;
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if (gConfigGeneral.virtual_floor_style != VirtualFloorStyles::Off)
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{
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virtual_floor_set_height(gSceneryPlaceZ);
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}
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*outPrimaryColour = gWindowSceneryPrimaryColour;
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*outEdges = edge;
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}
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static void sub_6E1F34_large_scenery(
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const ScreenCoordsXY& sourceScreenPos, ObjectEntryIndex sceneryIndex, CoordsXY& gridPos, colour_t* outPrimaryColour,
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colour_t* outSecondaryColour, Direction* outDirection)
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const ScreenCoordsXY& sourceScreenPos, ObjectEntryIndex sceneryIndex, CoordsXY& gridPos, Direction* outDirection)
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{
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rct_window* w = window_find_by_class(WC_SCENERY);
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@@ -1645,8 +1631,6 @@ static void sub_6E1F34_large_scenery(
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virtual_floor_set_height(gSceneryPlaceZ);
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}
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*outPrimaryColour = gWindowSceneryPrimaryColour;
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*outSecondaryColour = gWindowScenerySecondaryColour;
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*outDirection = rotation;
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}
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@@ -1732,11 +1716,8 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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case SCENERY_TYPE_SMALL:
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{
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uint8_t quadrant;
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colour_t primaryColour;
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colour_t secondaryColour;
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Direction rotation;
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sub_6E1F34_small_scenery(
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windowPos, selectedScenery, gridPos, &quadrant, &primaryColour, &secondaryColour, &rotation);
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sub_6E1F34_small_scenery(windowPos, selectedScenery, gridPos, &quadrant, &rotation);
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if (gridPos.isNull())
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return;
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@@ -1807,7 +1788,7 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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{
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auto smallSceneryPlaceAction = SmallSceneryPlaceAction(
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{ cur_grid_x, cur_grid_y, gSceneryPlaceZ, gSceneryPlaceRotation }, quadrant, selectedScenery,
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primaryColour, secondaryColour);
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gWindowSceneryPrimaryColour, gWindowScenerySecondaryColour);
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auto res = GameActions::Query(&smallSceneryPlaceAction);
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success = res->Error;
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if (res->Error == GameActions::Status::Ok)
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@@ -1830,7 +1811,7 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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{
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auto smallSceneryPlaceAction = SmallSceneryPlaceAction(
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{ cur_grid_x, cur_grid_y, gSceneryPlaceZ, gSceneryPlaceRotation }, quadrant, selectedScenery,
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primaryColour, secondaryColour);
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gWindowSceneryPrimaryColour, gWindowScenerySecondaryColour);
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smallSceneryPlaceAction.SetCallback([=](const GameAction* ga, const GameActions::Result* result) {
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if (result->Error == GameActions::Status::Ok)
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@@ -1874,9 +1855,8 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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}
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case SCENERY_TYPE_WALL:
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{
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colour_t primaryColour;
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uint8_t edges;
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sub_6E1F34_wall(windowPos, selectedScenery, gridPos, &primaryColour, &edges);
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sub_6E1F34_wall(windowPos, selectedScenery, gridPos, &edges);
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if (gridPos.isNull())
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return;
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@@ -1889,7 +1869,8 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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for (; zAttemptRange != 0; zAttemptRange--)
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{
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auto wallPlaceAction = WallPlaceAction(
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selectedScenery, { gridPos, gSceneryPlaceZ }, edges, primaryColour, _secondaryColour, _tertiaryColour);
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selectedScenery, { gridPos, gSceneryPlaceZ }, edges, gWindowSceneryPrimaryColour,
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gWindowScenerySecondaryColour, gWindowSceneryTertiaryColour);
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auto res = GameActions::Query(&wallPlaceAction);
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if (res->Error == GameActions::Status::Ok)
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@@ -1912,7 +1893,8 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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}
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auto wallPlaceAction = WallPlaceAction(
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selectedScenery, { gridPos, gSceneryPlaceZ }, edges, primaryColour, _secondaryColour, _tertiaryColour);
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selectedScenery, { gridPos, gSceneryPlaceZ }, edges, gWindowSceneryPrimaryColour, gWindowScenerySecondaryColour,
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gWindowSceneryTertiaryColour);
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wallPlaceAction.SetCallback([](const GameAction* ga, const GameActions::Result* result) {
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if (result->Error == GameActions::Status::Ok)
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@@ -1925,10 +1907,8 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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}
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case SCENERY_TYPE_LARGE:
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{
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colour_t primaryColour;
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colour_t secondaryColour;
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Direction direction;
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sub_6E1F34_large_scenery(windowPos, selectedScenery, gridPos, &primaryColour, &secondaryColour, &direction);
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sub_6E1F34_large_scenery(windowPos, selectedScenery, gridPos, &direction);
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if (gridPos.isNull())
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return;
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@@ -1942,7 +1922,8 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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{
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CoordsXYZD loc = { gridPos, gSceneryPlaceZ, direction };
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auto sceneryPlaceAction = LargeSceneryPlaceAction(loc, selectedScenery, primaryColour, secondaryColour);
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auto sceneryPlaceAction = LargeSceneryPlaceAction(
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loc, selectedScenery, gWindowSceneryPrimaryColour, gWindowScenerySecondaryColour);
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auto res = GameActions::Query(&sceneryPlaceAction);
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if (res->Error == GameActions::Status::Ok)
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@@ -1966,7 +1947,8 @@ static void window_top_toolbar_scenery_tool_down(const ScreenCoordsXY& windowPos
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CoordsXYZD loc = { gridPos, gSceneryPlaceZ, direction };
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auto sceneryPlaceAction = LargeSceneryPlaceAction(loc, selectedScenery, primaryColour, secondaryColour);
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auto sceneryPlaceAction = LargeSceneryPlaceAction(
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loc, selectedScenery, gWindowSceneryPrimaryColour, gWindowScenerySecondaryColour);
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sceneryPlaceAction.SetCallback([=](const GameAction* ga, const GameActions::Result* result) {
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if (result->Error == GameActions::Status::Ok)
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{
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@@ -2523,12 +2505,14 @@ static money32 try_place_ghost_path_addition(CoordsXYZ loc, ObjectEntryIndex ent
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return res->Cost;
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}
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static money32 try_place_ghost_wall(CoordsXYZ loc, uint8_t edge, ObjectEntryIndex entryIndex, colour_t primaryColour)
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static money32 try_place_ghost_wall(
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CoordsXYZ loc, uint8_t edge, ObjectEntryIndex entryIndex, colour_t primaryColour, colour_t secondaryColour,
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colour_t tertiaryColour)
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{
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scenery_remove_ghost_tool_placement();
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// 6e26b0
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auto wallPlaceAction = WallPlaceAction(entryIndex, loc, edge, primaryColour, _secondaryColour, _tertiaryColour);
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auto wallPlaceAction = WallPlaceAction(entryIndex, loc, edge, primaryColour, secondaryColour, tertiaryColour);
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wallPlaceAction.SetFlags(GAME_COMMAND_FLAG_GHOST | GAME_COMMAND_FLAG_ALLOW_DURING_PAUSED | GAME_COMMAND_FLAG_NO_SPEND);
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wallPlaceAction.SetCallback([=](const GameAction* ga, const WallPlaceActionResult* result) {
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if (result->Error != GameActions::Status::Ok)
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@@ -2643,11 +2627,9 @@ static void top_toolbar_tool_update_scenery(const ScreenCoordsXY& screenPos)
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{
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CoordsXY mapTile = {};
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uint8_t quadrant;
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colour_t primaryColour, secondaryColour;
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Direction rotation;
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sub_6E1F34_small_scenery(
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screenPos, selection.EntryIndex, mapTile, &quadrant, &primaryColour, &secondaryColour, &rotation);
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sub_6E1F34_small_scenery(screenPos, selection.EntryIndex, mapTile, &quadrant, &rotation);
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if (mapTile.isNull())
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{
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@@ -2709,7 +2691,8 @@ static void top_toolbar_tool_update_scenery(const ScreenCoordsXY& screenPos)
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for (; attemptsLeft != 0; attemptsLeft--)
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{
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cost = try_place_ghost_small_scenery(
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{ mapTile, gSceneryPlaceZ, rotation }, quadrant, selection.EntryIndex, primaryColour, secondaryColour);
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{ mapTile, gSceneryPlaceZ, rotation }, quadrant, selection.EntryIndex, gWindowSceneryPrimaryColour,
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gWindowScenerySecondaryColour);
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if (cost != MONEY32_UNDEFINED)
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break;
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@@ -2757,10 +2740,9 @@ static void top_toolbar_tool_update_scenery(const ScreenCoordsXY& screenPos)
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case SCENERY_TYPE_WALL:
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{
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CoordsXY mapTile = {};
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colour_t primaryColour;
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uint8_t edge;
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sub_6E1F34_wall(screenPos, selection.EntryIndex, mapTile, &primaryColour, &edge);
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sub_6E1F34_wall(screenPos, selection.EntryIndex, mapTile, &edge);
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if (mapTile.isNull())
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{
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@@ -2798,7 +2780,9 @@ static void top_toolbar_tool_update_scenery(const ScreenCoordsXY& screenPos)
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cost = 0;
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for (; attemptsLeft != 0; attemptsLeft--)
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{
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cost = try_place_ghost_wall({ mapTile, gSceneryPlaceZ }, edge, selection.EntryIndex, primaryColour);
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cost = try_place_ghost_wall(
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{ mapTile, gSceneryPlaceZ }, edge, selection.EntryIndex, gWindowSceneryPrimaryColour,
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gWindowScenerySecondaryColour, gWindowSceneryTertiaryColour);
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if (cost != MONEY32_UNDEFINED)
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break;
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@@ -2811,10 +2795,9 @@ static void top_toolbar_tool_update_scenery(const ScreenCoordsXY& screenPos)
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case SCENERY_TYPE_LARGE:
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{
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CoordsXY mapTile = {};
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colour_t primaryColour, secondaryColour;
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Direction direction;
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sub_6E1F34_large_scenery(screenPos, selection.EntryIndex, mapTile, &primaryColour, &secondaryColour, &direction);
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sub_6E1F34_large_scenery(screenPos, selection.EntryIndex, mapTile, &direction);
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if (mapTile.isNull())
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{
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@@ -2864,7 +2847,8 @@ static void top_toolbar_tool_update_scenery(const ScreenCoordsXY& screenPos)
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for (; attemptsLeft != 0; attemptsLeft--)
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{
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cost = try_place_ghost_large_scenery(
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{ mapTile, gSceneryPlaceZ, direction }, selection.EntryIndex, primaryColour, secondaryColour);
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{ mapTile, gSceneryPlaceZ, direction }, selection.EntryIndex, gWindowSceneryPrimaryColour,
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gWindowScenerySecondaryColour);
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if (cost != MONEY32_UNDEFINED)
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break;
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