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-rw-r--r--tunnelbridge_cmd.c32
1 files changed, 16 insertions, 16 deletions
diff --git a/tunnelbridge_cmd.c b/tunnelbridge_cmd.c
index 6d8a42152..828210f2c 100644
--- a/tunnelbridge_cmd.c
+++ b/tunnelbridge_cmd.c
@@ -918,22 +918,22 @@ uint GetBridgeFoundation(Slope tileh, Axis axis)
}
/**
- * Draws a tunnel of bridge tile.
- * For tunnels, this is rather simple, as you only needa draw the entrance.
- * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
- * and it works a bit like a bitmask.<p> For bridge heads:
- * <ul><li>Bit 0: direction</li>
- * <li>Bit 1: northern or southern heads</li>
- * <li>Bit 2: Set if the bridge head is sloped</li>
- * <li>Bit 3 and more: Railtype Specific subset</li>
- * </ul>
- * For middle parts:
- * <ul><li>Bits 0-1: need to be 0</li>
- * <li>Bit 2: direction</li>
- * <li>Bit 3 and above: Railtype Specific subset</li>
- * </ul>
- * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
- */
+ * Draws a tunnel of bridge tile.
+ * For tunnels, this is rather simple, as you only needa draw the entrance.
+ * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
+ * and it works a bit like a bitmask.<p> For bridge heads:
+ * <ul><li>Bit 0: direction</li>
+ * <li>Bit 1: northern or southern heads</li>
+ * <li>Bit 2: Set if the bridge head is sloped</li>
+ * <li>Bit 3 and more: Railtype Specific subset</li>
+ * </ul>
+ * For middle parts:
+ * <ul><li>Bits 0-1: need to be 0</li>
+ * <li>Bit 2: direction</li>
+ * <li>Bit 3 and above: Railtype Specific subset</li>
+ * </ul>
+ * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
+ */
static void DrawTile_TunnelBridge(TileInfo *ti)
{
uint32 image;