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Rename SPRITE_LIST_TRAIN_HEAD to reduce car head confusion (#11105)
A single car on a coaster can comprise of multiple vehicles. One of those vehicles will be the car head vehicle. The train can comprise of multiple cars. Therefore not all vehicle->IsHead 's will be in SPRITE_LIST_TRAIN_HEAD. This rename makes that slightly more clear
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@@ -1102,7 +1102,7 @@ static void window_map_paint_train_overlay(rct_drawpixelinfo* dpi)
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Vehicle *train, *vehicle;
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uint16_t train_index, vehicle_index;
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for (train_index = gSpriteListHead[SPRITE_LIST_VEHICLE_HEAD]; train_index != SPRITE_INDEX_NULL; train_index = train->next)
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for (train_index = gSpriteListHead[SPRITE_LIST_TRAIN_HEAD]; train_index != SPRITE_INDEX_NULL; train_index = train->next)
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{
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train = GET_VEHICLE(train_index);
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for (vehicle_index = train_index; vehicle_index != SPRITE_INDEX_NULL; vehicle_index = vehicle->next_vehicle_on_train)
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@@ -1123,7 +1123,7 @@ private:
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// If vehicle is the first car on a train add to train list
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if (vehicle->IsHead())
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{
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move_sprite_to_list(vehicle, SPRITE_LIST_VEHICLE_HEAD);
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move_sprite_to_list(vehicle, SPRITE_LIST_TRAIN_HEAD);
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}
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}
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}
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@@ -35,7 +35,7 @@ Vehicle* cable_lift_segment_create(
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current->ride_subtype = RIDE_ENTRY_INDEX_NULL;
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if (head)
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{
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move_sprite_to_list(current, SPRITE_LIST_VEHICLE_HEAD);
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move_sprite_to_list(current, SPRITE_LIST_TRAIN_HEAD);
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ride.cable_lift = current->sprite_index;
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}
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current->type = head ? VEHICLE_TYPE_HEAD : VEHICLE_TYPE_TAIL;
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@@ -4561,7 +4561,7 @@ static void vehicle_create_trains(ride_id_t rideIndex, int32_t x, int32_t y, int
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lastTrain = train;
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// Add train to ride vehicle list
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move_sprite_to_list(train.head, SPRITE_LIST_VEHICLE_HEAD);
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move_sprite_to_list(train.head, SPRITE_LIST_TRAIN_HEAD);
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for (int32_t i = 0; i <= MAX_VEHICLES_PER_RIDE; i++)
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{
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if (ride->vehicles[i] == SPRITE_INDEX_NULL)
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@@ -1284,7 +1284,7 @@ void vehicle_sounds_update()
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vehicle_sounds_update_window_setup();
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for (uint16_t i = gSpriteListHead[SPRITE_LIST_VEHICLE_HEAD]; i != SPRITE_INDEX_NULL; i = get_sprite(i)->vehicle.next)
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for (uint16_t i = gSpriteListHead[SPRITE_LIST_TRAIN_HEAD]; i != SPRITE_INDEX_NULL; i = get_sprite(i)->vehicle.next)
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{
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get_sprite(i)->vehicle.UpdateSoundParams(vehicleSoundParamsList);
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}
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@@ -1365,7 +1365,7 @@ void vehicle_update_all()
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if ((gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER) && gS6Info.editor_step != EDITOR_STEP_ROLLERCOASTER_DESIGNER)
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return;
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sprite_index = gSpriteListHead[SPRITE_LIST_VEHICLE_HEAD];
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sprite_index = gSpriteListHead[SPRITE_LIST_TRAIN_HEAD];
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while (sprite_index != SPRITE_INDEX_NULL)
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{
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vehicle = GET_VEHICLE(sprite_index);
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@@ -855,7 +855,7 @@ static bool sprite_should_tween(rct_sprite* sprite)
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switch (sprite->generic.linked_list_index)
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{
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case SPRITE_LIST_PEEP:
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case SPRITE_LIST_VEHICLE_HEAD:
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case SPRITE_LIST_TRAIN_HEAD:
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case SPRITE_LIST_VEHICLE:
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return true;
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}
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@@ -31,7 +31,7 @@ enum SPRITE_IDENTIFIER
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enum SPRITE_LIST
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{
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SPRITE_LIST_FREE,
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SPRITE_LIST_VEHICLE_HEAD,
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SPRITE_LIST_TRAIN_HEAD,
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SPRITE_LIST_PEEP,
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SPRITE_LIST_MISC,
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SPRITE_LIST_LITTER,
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