Codechange: make EngineImageType a scoped enum (#15755)

This commit is contained in:
Peter Nelson
2026-06-21 08:05:41 +00:00
committed by GitHub
parent a57eb70e05
commit 9f49ea4177
15 changed files with 54 additions and 54 deletions
+3 -3
View File
@@ -1116,7 +1116,7 @@ static void GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction d
bool sprite_stack = EngInfo(engine)->misc_flags.Test(EngineMiscFlag::SpriteStack);
uint max_stack = sprite_stack ? static_cast<uint>(std::size(result->seq)) : 1;
for (uint stack = 0; stack < max_stack; ++stack) {
object.callback_param1 = image_type | (stack << 8);
object.callback_param1 = to_underlying(image_type) | (stack << 8);
const auto *group = object.Resolve<ResultSpriteGroup>();
int32_t reg100 = sprite_stack ? object.GetRegister(0x100) : 0;
if (group != nullptr && group->num_sprites != 0) {
@@ -1150,7 +1150,7 @@ static void GetRotorOverrideSprite(EngineID engine, const struct Aircraft *v, En
* TTDPatch copies some variables between the vehicles each time, to somehow synchronize the rotor vehicle with the primary vehicle.
* We use 'rotor_in_gui' to replicate when the variables differ.
* But some other variables like 'rotor state' and 'rotor speed' are not available in OpenTTD, while they are in TTDPatch. */
bool rotor_in_gui = image_type != EIT_ON_MAP;
bool rotor_in_gui = image_type != EngineImageType::OnMap;
VehicleResolverObject object(engine, v, VehicleResolverObject::WagonOverride::Self, rotor_in_gui, CBID_NO_CALLBACK);
result->Clear();
uint rotor_pos = v == nullptr || rotor_in_gui ? 0 : v->Next()->Next()->state;
@@ -1158,7 +1158,7 @@ static void GetRotorOverrideSprite(EngineID engine, const struct Aircraft *v, En
bool sprite_stack = e->info.misc_flags.Test(EngineMiscFlag::SpriteStack);
uint max_stack = sprite_stack ? static_cast<uint>(std::size(result->seq)) : 1;
for (uint stack = 0; stack < max_stack; ++stack) {
object.callback_param1 = image_type | (stack << 8);
object.callback_param1 = to_underlying(image_type) | (stack << 8);
const auto *group = object.Resolve<ResultSpriteGroup>();
int32_t reg100 = sprite_stack ? object.GetRegister(0x100) : 0;
if (group != nullptr && group->num_sprites != 0) {