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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-22 06:23:04 +01:00
Desnake TrackDesign fields
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@@ -66,7 +66,7 @@ GameActions::Result TrackDesignAction::Query() const
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auto& gameState = GetGameState();
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auto& objManager = GetContext()->GetObjectManager();
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auto entryIndex = objManager.GetLoadedObjectEntryIndex(_td.vehicle_object);
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auto entryIndex = objManager.GetLoadedObjectEntryIndex(_td.vehicleObject);
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if (entryIndex == OBJECT_ENTRY_INDEX_NULL)
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{
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// Force a fallback if the entry is not invented yet a td6 of it is selected,
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@@ -140,7 +140,7 @@ GameActions::Result TrackDesignAction::Execute() const
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auto& gameState = GetGameState();
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auto& objManager = GetContext()->GetObjectManager();
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auto entryIndex = objManager.GetLoadedObjectEntryIndex(_td.vehicle_object);
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auto entryIndex = objManager.GetLoadedObjectEntryIndex(_td.vehicleObject);
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if (entryIndex != OBJECT_ENTRY_INDEX_NULL)
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{
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// Force a fallback if the entry is not invented yet a track design using it is selected.
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@@ -224,21 +224,20 @@ GameActions::Result TrackDesignAction::Execute() const
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GameActions::ExecuteNested(&rideSetVehicleAction);
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}
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SetOperatingSettingNested(ride->id, RideSetSetting::Mode, static_cast<uint8_t>(_td.ride_mode), GAME_COMMAND_FLAG_APPLY);
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auto rideSetVehicleAction2 = RideSetVehicleAction(ride->id, RideSetVehicleType::NumTrains, _td.number_of_trains);
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SetOperatingSettingNested(ride->id, RideSetSetting::Mode, static_cast<uint8_t>(_td.rideMode), GAME_COMMAND_FLAG_APPLY);
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auto rideSetVehicleAction2 = RideSetVehicleAction(ride->id, RideSetVehicleType::NumTrains, _td.numberOfTrains);
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GameActions::ExecuteNested(&rideSetVehicleAction2);
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auto rideSetVehicleAction3 = RideSetVehicleAction(
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ride->id, RideSetVehicleType::NumCarsPerTrain, _td.number_of_cars_per_train);
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auto rideSetVehicleAction3 = RideSetVehicleAction(ride->id, RideSetVehicleType::NumCarsPerTrain, _td.numberOfCarsPerTrain);
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GameActions::ExecuteNested(&rideSetVehicleAction3);
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SetOperatingSettingNested(ride->id, RideSetSetting::Departure, _td.depart_flags, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::MinWaitingTime, _td.min_waiting_time, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::MaxWaitingTime, _td.max_waiting_time, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::Operation, _td.operation_setting, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::LiftHillSpeed, _td.lift_hill_speed & 0x1F, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::Departure, _td.departFlags, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::MinWaitingTime, _td.minWaitingTime, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::MaxWaitingTime, _td.maxWaitingTime, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::Operation, _td.operationSetting, GAME_COMMAND_FLAG_APPLY);
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SetOperatingSettingNested(ride->id, RideSetSetting::LiftHillSpeed, _td.liftHillSpeed & 0x1F, GAME_COMMAND_FLAG_APPLY);
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uint8_t num_circuits = _td.num_circuits;
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uint8_t num_circuits = _td.numCircuits;
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if (num_circuits == 0)
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{
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num_circuits = 1;
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@@ -246,9 +245,9 @@ GameActions::Result TrackDesignAction::Execute() const
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SetOperatingSettingNested(ride->id, RideSetSetting::NumCircuits, num_circuits, GAME_COMMAND_FLAG_APPLY);
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ride->SetToDefaultInspectionInterval();
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ride->lifecycle_flags |= RIDE_LIFECYCLE_NOT_CUSTOM_DESIGN;
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ride->colour_scheme_type = _td.colour_scheme;
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ride->colour_scheme_type = _td.colourScheme;
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ride->entrance_style = objManager.GetLoadedObjectEntryIndex(_td.StationObjectIdentifier);
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ride->entrance_style = objManager.GetLoadedObjectEntryIndex(_td.stationObjectIdentifier);
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if (ride->entrance_style == OBJECT_ENTRY_INDEX_NULL)
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{
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ride->entrance_style = gameState.LastEntranceStyle;
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@@ -256,14 +255,14 @@ GameActions::Result TrackDesignAction::Execute() const
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for (int32_t i = 0; i < Limits::kNumColourSchemes; i++)
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{
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ride->track_colour[i].main = _td.track_spine_colour[i];
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ride->track_colour[i].additional = _td.track_rail_colour[i];
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ride->track_colour[i].supports = _td.track_support_colour[i];
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ride->track_colour[i].main = _td.trackSpineColour[i];
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ride->track_colour[i].additional = _td.trackRailColour[i];
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ride->track_colour[i].supports = _td.trackSupportColour[i];
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}
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for (size_t i = 0; i < Limits::kMaxVehicleColours; i++)
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{
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ride->vehicle_colours[i] = _td.vehicle_colours[i];
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ride->vehicle_colours[i] = _td.vehicleColours[i];
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}
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for (int32_t count = 1; count == 1 || r.Error != GameActions::Status::Ok; ++count)
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