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Codechange: Use separate RoadTypes mask to list road or tram roadtypes.
This simplifies logic reduces ambiguity.
This commit is contained in:
committed by
Peter Nelson
parent
c105adcd96
commit
819e097d6e
@@ -2352,8 +2352,8 @@ struct ScenarioEditorToolbarWindow : Window {
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{
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this->SetWidgetDisabledState(WID_TE_DATE_BACKWARD, _settings_game.game_creation.starting_year <= CalendarTime::MIN_YEAR);
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this->SetWidgetDisabledState(WID_TE_DATE_FORWARD, _settings_game.game_creation.starting_year >= CalendarTime::MAX_YEAR);
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this->SetWidgetDisabledState(WID_TE_ROADS, (GetRoadTypes(true) & ~_roadtypes_type) == ROADTYPES_NONE);
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this->SetWidgetDisabledState(WID_TE_TRAMS, (GetRoadTypes(true) & _roadtypes_type) == ROADTYPES_NONE);
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this->SetWidgetDisabledState(WID_TE_ROADS, (GetRoadTypes(true) & GetMaskForRoadTramType(RTT_ROAD)) == ROADTYPES_NONE);
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this->SetWidgetDisabledState(WID_TE_TRAMS, (GetRoadTypes(true) & GetMaskForRoadTramType(RTT_TRAM)) == ROADTYPES_NONE);
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this->DrawWidgets();
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}
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