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author | Patric Stout <truebrain@openttd.org> | 2021-05-31 22:26:44 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-05-31 22:26:44 +0200 |
commit | 9fff00ba205260ee5e11b50f87a3edee9b7e76a3 (patch) | |
tree | 2c6ee1eb6f0df2539c9ed17a2ae05541518a7dc9 /src/vehicle_base.h | |
parent | 956d761e3ef1968c6470a9e78597c5531ed7c332 (diff) | |
download | openttd-9fff00ba205260ee5e11b50f87a3edee9b7e76a3.tar.xz |
Codechange: C++-ify lists for SaveLoad (#9323)
Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant
As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
Diffstat (limited to 'src/vehicle_base.h')
-rw-r--r-- | src/vehicle_base.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/vehicle_base.h b/src/vehicle_base.h index f80faf1e3..029ddcf66 100644 --- a/src/vehicle_base.h +++ b/src/vehicle_base.h @@ -22,6 +22,7 @@ #include "group_type.h" #include "base_consist.h" #include "network/network.h" +#include "saveload/saveload.h" #include <list> #include <map> @@ -198,9 +199,8 @@ typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool; extern VehiclePool _vehicle_pool; /* Some declarations of functions, so we can make them friendly */ -struct SaveLoad; struct GroundVehicleCache; -extern const SaveLoad *GetVehicleDescription(VehicleType vt); +extern SaveLoadTable GetVehicleDescription(VehicleType vt); struct LoadgameState; extern bool LoadOldVehicle(LoadgameState *ls, int num); extern void FixOldVehicles(); @@ -232,7 +232,7 @@ private: Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain public: - friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code + friend SaveLoadTable GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code friend void FixOldVehicles(); friend void AfterLoadVehicles(bool part_of_load); ///< So we can set the #previous and #first pointers while loading friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading |