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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-26 16:24:35 +01:00
Rename snake_case functions in openrct2/src folder
Co-authored-by: duncanspumpkin <duncans_pumpkin@hotmail.co.uk>
This commit is contained in:
@@ -112,9 +112,9 @@ void GameState::Tick()
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// 0x006E3AEC // screen_game_process_mouse_input();
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ScreenshotCheck();
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game_handle_keyboard_input();
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GameHandleKeyboardInput();
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if (game_is_not_paused() && gPreviewingTitleSequenceInGame)
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if (GameIsNotPaused() && gPreviewingTitleSequenceInGame)
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{
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auto player = GetContext()->GetUiContext()->GetTitleSequencePlayer();
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if (player != nullptr)
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@@ -140,7 +140,7 @@ void GameState::Tick()
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}
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}
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bool isPaused = game_is_paused();
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bool isPaused = GameIsPaused();
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if (network_get_mode() == NETWORK_MODE_SERVER && gConfigNetwork.PauseServerIfNoClients)
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{
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// If we are headless we always have 1 player (host), pause if no one else is around.
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@@ -156,7 +156,7 @@ void GameState::Tick()
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if (gDoSingleUpdate && network_get_mode() == NETWORK_MODE_NONE)
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{
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didRunSingleFrame = true;
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pause_toggle();
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PauseToggle();
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numUpdates = 1;
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}
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else
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@@ -189,11 +189,11 @@ void GameState::Tick()
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UpdateLogic();
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if (gGameSpeed == 1)
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{
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if (input_get_state() == InputState::Reset || input_get_state() == InputState::Normal)
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if (InputGetState() == InputState::Reset || InputGetState() == InputState::Normal)
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{
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if (input_test_flag(INPUT_FLAG_VIEWPORT_SCROLLING))
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if (InputTestFlag(INPUT_FLAG_VIEWPORT_SCROLLING))
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{
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input_set_flag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
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InputSetFlag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
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break;
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}
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}
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@@ -208,7 +208,7 @@ void GameState::Tick()
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if (!gOpenRCT2Headless)
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{
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input_set_flag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
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InputSetFlag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
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// the flickering frequency is reduced by 4, compared to the original
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// it was done due to inability to reproduce original frequency
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@@ -242,9 +242,9 @@ void GameState::Tick()
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WindowDispatchUpdateAll();
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if (didRunSingleFrame && game_is_not_paused() && !(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO))
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if (didRunSingleFrame && GameIsNotPaused() && !(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO))
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{
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pause_toggle();
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PauseToggle();
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}
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gDoSingleUpdate = false;
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@@ -360,7 +360,7 @@ void GameState::UpdateLogic(LogicTimings* timings)
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peep_update_crowd_noise();
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ClimateUpdateSound();
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report_time(LogicTimePart::Sounds);
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editor_open_windows_for_current_step();
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EditorOpenWindowsForCurrentStep();
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// Update windows
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// WindowDispatchUpdateAll();
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