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author | Patric Stout <truebrain@openttd.org> | 2021-03-24 23:25:51 +0100 |
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committer | Patric Stout <github@truebrain.nl> | 2021-03-26 12:22:32 +0100 |
commit | f05e2e0d408cfd018d9875855bd28383569481a9 (patch) | |
tree | 2f08a052703d6c745935e0abed5e7bb259c94287 /src/settings_type.h | |
parent | 45c2c29c35afeb4116ff8fb3393ddc67ea1708da (diff) | |
download | openttd-f05e2e0d408cfd018d9875855bd28383569481a9.tar.xz |
Feature: allow setting a custom terrain type to define highest peak
At least, TGP will try to reach it. It heavily depends on the map
if it is reachable at all. But for sure it will do its atmost to
get there!
Diffstat (limited to 'src/settings_type.h')
-rw-r--r-- | src/settings_type.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/settings_type.h b/src/settings_type.h index 7d50d594b..42bdc27d4 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -309,6 +309,7 @@ struct GameCreationSettings { byte water_borders; ///< bitset of the borders that are water uint16 custom_town_number; ///< manually entered number of towns byte variety; ///< variety level applied to TGP + byte custom_terrain_type; ///< manually entered height for TGP to aim for byte custom_sea_level; ///< manually entered percentage of water in the map byte min_river_length; ///< the minimum river length byte river_route_random; ///< the amount of randomicity for the route finding |