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https://github.com/OpenRCT2/OpenRCT2
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Use CoordsXY on footpath_disconnect_queue_from_path()
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@@ -741,7 +741,7 @@ static bool footpath_reconnect_queue_to_path(int32_t x, int32_t y, TileElement*
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return false;
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}
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static bool footpath_disconnect_queue_from_path(int32_t x, int32_t y, TileElement* tileElement, int32_t action)
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static bool footpath_disconnect_queue_from_path(const CoordsXY& footpathPos, TileElement* tileElement, int32_t action)
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{
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if (!tileElement->AsPath()->IsQueue())
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return false;
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@@ -756,7 +756,7 @@ static bool footpath_disconnect_queue_from_path(int32_t x, int32_t y, TileElemen
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if (action < 0)
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{
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uint8_t direction = tileElement->AsPath()->GetSlopeDirection();
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if (footpath_reconnect_queue_to_path(x, y, tileElement, action, direction))
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if (footpath_reconnect_queue_to_path(footpathPos.x, footpathPos.y, tileElement, action, direction))
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return true;
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}
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@@ -764,7 +764,7 @@ static bool footpath_disconnect_queue_from_path(int32_t x, int32_t y, TileElemen
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{
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if ((action < 0) && (direction == tileElement->AsPath()->GetSlopeDirection()))
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continue;
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if (footpath_reconnect_queue_to_path(x, y, tileElement, action, direction))
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if (footpath_reconnect_queue_to_path(footpathPos.x, footpathPos.y, tileElement, action, direction))
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return true;
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}
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@@ -892,7 +892,7 @@ static void loc_6A6D7E(
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{
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if ((initialTileElement)->GetType() == TILE_ELEMENT_TYPE_PATH && initialTileElement->AsPath()->IsQueue())
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{
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if (footpath_disconnect_queue_from_path(targetPos.x, targetPos.y, tileElement, 0))
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if (footpath_disconnect_queue_from_path(targetPos, tileElement, 0))
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{
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neighbour_list_push(
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neighbourList, 3, direction, tileElement->AsPath()->GetRideIndex(),
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@@ -908,7 +908,7 @@ static void loc_6A6D7E(
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}
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else
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{
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footpath_disconnect_queue_from_path(targetPos.x, targetPos.y, tileElement, 1 + ((flags >> 6) & 1));
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footpath_disconnect_queue_from_path(targetPos, tileElement, 1 + ((flags >> 6) & 1));
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tileElement->AsPath()->SetEdges(tileElement->AsPath()->GetEdges() | (1 << direction_reverse(direction)));
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if (tileElement->AsPath()->IsQueue())
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{
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@@ -1937,7 +1937,7 @@ static void footpath_remove_edges_towards_here(
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map_invalidate_tile({ x, y, tileElement->GetBaseZ(), tileElement->GetClearanceZ() });
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if (isQueue)
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footpath_disconnect_queue_from_path(x, y, tileElement, -1);
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footpath_disconnect_queue_from_path({ x, y }, tileElement, -1);
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direction = (direction + 1) & 3;
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x += CoordsDirectionDelta[direction].x;
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