Codechange: use static_cast/to_underlying when converting Direction

This commit is contained in:
Peter Nelson
2026-05-31 13:11:53 +01:00
committed by Peter Nelson
parent 0e0e8056a7
commit 356ca9c6d9
7 changed files with 13 additions and 13 deletions
+2 -2
View File
@@ -813,7 +813,7 @@ static uint32_t VehicleGetVariable(Vehicle *v, const VehicleScopeResolver *objec
case 0x1C: return v->y_pos;
case 0x1D: return GB(v->y_pos, 8, 8);
case 0x1E: return v->z_pos;
case 0x1F: return object->rotor_in_gui ? DIR_W : v->direction; // for rotors the spriteset contains animation frames, so NewGRF need a different way to tell the helicopter orientation.
case 0x1F: return to_underlying(object->rotor_in_gui ? Direction::W : v->direction); // for rotors the spriteset contains animation frames, so NewGRF need a different way to tell the helicopter orientation.
case 0x20: break; // not implemented
case 0x21: break; // not implemented
case 0x22: break; // not implemented
@@ -1120,7 +1120,7 @@ static void GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction d
const auto *group = object.Resolve<ResultSpriteGroup>();
int32_t reg100 = sprite_stack ? object.GetRegister(0x100) : 0;
if (group != nullptr && group->num_sprites != 0) {
result->seq[result->count].sprite = group->sprite + (direction % group->num_sprites);
result->seq[result->count].sprite = group->sprite + (to_underlying(direction) % group->num_sprites);
result->seq[result->count].pal = GB(reg100, 0, 16); // zero means default recolouring
result->count++;
}