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https://github.com/OpenRCT2/OpenRCT2
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Code style: Remove snakes from everything world apart from Map.h (#18273)
* Remove remaining snakes from world (outside of map) * Initial few desnaking of Map.h
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@@ -280,7 +280,7 @@ static uint8_t footpath_element_next_in_direction(TileCoordsXYZ loc, PathElement
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}
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loc += TileDirectionDelta[chosenDirection];
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nextTileElement = map_get_first_element_at(loc);
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nextTileElement = MapGetFirstElementAt(loc);
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do
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{
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if (nextTileElement == nullptr)
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@@ -330,7 +330,7 @@ static uint8_t footpath_element_dest_in_dir(TileCoordsXYZ loc, Direction chosenD
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return PATH_SEARCH_LIMIT_REACHED;
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loc += TileDirectionDelta[chosenDirection];
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tileElement = map_get_first_element_at(loc);
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tileElement = MapGetFirstElementAt(loc);
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if (tileElement == nullptr)
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{
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return PATH_SEARCH_FAILED;
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@@ -742,7 +742,7 @@ static void peep_pathfind_heuristic_search(
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/* Get the next map element of interest in the direction of test_edge. */
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bool found = false;
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TileElement* tileElement = map_get_first_element_at(loc);
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TileElement* tileElement = MapGetFirstElementAt(loc);
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if (tileElement == nullptr)
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{
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return;
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@@ -1286,7 +1286,7 @@ Direction OriginalPathfinding::ChooseDirection(const TileCoordsXYZ& loc, Peep& p
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#endif // defined(DEBUG_LEVEL_1) && DEBUG_LEVEL_1
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// Get the path element at this location
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TileElement* dest_tile_element = map_get_first_element_at(loc);
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TileElement* dest_tile_element = MapGetFirstElementAt(loc);
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/* Where there are multiple matching map elements placed with zero
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* clearance, save the first one for later use to determine the path
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* slope - this maintains the original behaviour (which only processes
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@@ -1797,7 +1797,7 @@ int32_t OriginalPathfinding::GuestPathFindParkEntranceLeaving(Peep& peep, uint8_
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static void get_ride_queue_end(TileCoordsXYZ& loc)
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{
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TileCoordsXY queueEnd = { 0, 0 };
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TileElement* tileElement = map_get_first_element_at(loc);
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TileElement* tileElement = MapGetFirstElementAt(loc);
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if (tileElement == nullptr)
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{
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@@ -1845,7 +1845,7 @@ static void get_ride_queue_end(TileCoordsXYZ& loc)
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}
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nextTile += TileDirectionDelta[direction];
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tileElement = map_get_first_element_at(nextTile);
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tileElement = MapGetFirstElementAt(nextTile);
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found = false;
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if (tileElement == nullptr)
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break;
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