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authortruelight <truelight@openttd.org>2004-12-04 18:57:42 +0000
committertruelight <truelight@openttd.org>2004-12-04 18:57:42 +0000
commitf16b4adfc55bf5926d4ccbfb6d73e32653d12a5f (patch)
treef82c6ceb6096ba1515cd5a7a6d29b45e04f535be
parent60bf102bd3d6bbe25a8cf724c3df1881756f4b4a (diff)
downloadopenttd-f16b4adfc55bf5926d4ccbfb6d73e32653d12a5f.tar.xz
(svn r948) -Codechange: clearified my last commit a bit more with some comment in the code
-rw-r--r--vehicle.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/vehicle.c b/vehicle.c
index ea540c8bd..e91511f6e 100644
--- a/vehicle.c
+++ b/vehicle.c
@@ -168,6 +168,12 @@ static Vehicle *InitializeVehicle(Vehicle *v)
v->next = NULL;
v->next_hash = 0xffff;
v->string_id = 0;
+ /* random_bits is used to pick out a random sprite for vehicles
+ which are technical the same (newgrf stuff).
+ Because RandomRange() results in desyncs, and because it does
+ not really matter that one client has other visual vehicles then
+ the other, it can be InteractiveRandomRange() without any problem
+ */
v->random_bits = InteractiveRandomRange(256);
return v;
}