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Codechange: rename byte to uint8_t (#12308)
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@@ -258,7 +258,7 @@ static Money TunnelBridgeClearCost(TileIndex tile, Price base_price)
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* @param road_rail_type rail type or road types.
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* @return the cost of this operation or an error
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*/
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CommandCost CmdBuildBridge(DoCommandFlag flags, TileIndex tile_end, TileIndex tile_start, TransportType transport_type, BridgeType bridge_type, byte road_rail_type)
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CommandCost CmdBuildBridge(DoCommandFlag flags, TileIndex tile_end, TileIndex tile_start, TransportType transport_type, BridgeType bridge_type, uint8_t road_rail_type)
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{
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CompanyID company = _current_company;
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@@ -620,7 +620,7 @@ CommandCost CmdBuildBridge(DoCommandFlag flags, TileIndex tile_end, TileIndex ti
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* @param road_rail_type railtype or roadtype
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* @return the cost of this operation or an error
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*/
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CommandCost CmdBuildTunnel(DoCommandFlag flags, TileIndex start_tile, TransportType transport_type, byte road_rail_type)
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CommandCost CmdBuildTunnel(DoCommandFlag flags, TileIndex start_tile, TransportType transport_type, uint8_t road_rail_type)
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{
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CompanyID company = _current_company;
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@@ -1880,7 +1880,7 @@ static void PrepareToEnterBridge(T *gv)
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* frame on a tile, so the sound is played shortly after entering the tunnel
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* tile, while the vehicle is still visible.
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*/
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static const byte TUNNEL_SOUND_FRAME = 1;
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static const uint8_t TUNNEL_SOUND_FRAME = 1;
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/**
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* Frame when a vehicle should be hidden in a tunnel with a certain direction.
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@@ -1890,7 +1890,7 @@ static const byte TUNNEL_SOUND_FRAME = 1;
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* When leaving a tunnel, show the vehicle when it is one frame further
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* to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
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*/
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extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
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extern const uint8_t _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
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static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
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{
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@@ -1902,9 +1902,9 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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/* Direction of the vehicle */
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const DiagDirection vdir = DirToDiagDir(v->direction);
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/* New position of the vehicle on the tile */
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byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
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uint8_t pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
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/* Number of units moved by the vehicle since entering the tile */
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byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
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uint8_t frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
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if (IsTunnel(tile)) {
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if (v->type == VEH_TRAIN) {
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