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authorcelestar <celestar@openttd.org>2005-07-20 22:02:58 +0000
committercelestar <celestar@openttd.org>2005-07-20 22:02:58 +0000
commit18a93cca3d4c590949015ff56e34d8906c60199a (patch)
tree0116afc35d1c231116095467d18c2295cbffa8f1 /vehicle.h
parent030c37160db989c0c67ab3817381787e6c8d8d20 (diff)
downloadopenttd-18a93cca3d4c590949015ff56e34d8906c60199a.tar.xz
(svn r2657) -Codechange: The available railtypes per player are now a bitmask, so
that railtypes do not be in ascending order of appearance. Allows easier implementation or more railtypes
Diffstat (limited to 'vehicle.h')
-rw-r--r--vehicle.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/vehicle.h b/vehicle.h
index 4460a890f..a68a234bd 100644
--- a/vehicle.h
+++ b/vehicle.h
@@ -435,7 +435,7 @@ static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v)
}
/* Validate functions for rail building */
-static inline bool ValParamRailtype(uint32 rail) { return rail <= GetPlayer(_current_player)->max_railtype;}
+static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
// NOSAVE: Can be regenerated by inspecting the vehicles.
VARDEF VehicleID _vehicle_position_hash[0x1000];