From 923e21129c94c36bb403e955a1f334ef34722e8b Mon Sep 17 00:00:00 2001 From: rubidium Date: Thu, 29 May 2008 15:13:28 +0000 Subject: (svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games. --- src/tunnelbridge_cmd.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'src/tunnelbridge_cmd.cpp') diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp index d0ec9f283..416db8c9e 100644 --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -169,7 +169,7 @@ bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len) if (b->avail_year > _cur_year) return false; max = b->max_length; - if (max >= 16 && _settings.construction.longbridges) max = 100; + if (max >= 16 && _settings_game.construction.longbridges) max = 100; return b->min_length <= bridge_len && bridge_len <= max; } @@ -311,7 +311,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p } else { /* Build a new bridge. */ - bool allow_on_slopes = (!_is_old_ai_player && _settings.construction.build_on_slopes); + bool allow_on_slopes = (!_is_old_ai_player && _settings_game.construction.build_on_slopes); /* Try and clear the start landscape */ ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR); @@ -576,7 +576,7 @@ static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile) /* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */ if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true; /* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */ - if (IsTileOwner(tile, OWNER_TOWN) && (_settings.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true; + if (IsTileOwner(tile, OWNER_TOWN) && (_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true; return false; } @@ -1123,7 +1123,7 @@ void DrawBridgeMiddle(const TileInfo* ti) DrawGroundSpriteAt(image, pal, x, y, z); } - } else if (_settings.gui.bridge_pillars) { + } else if (_settings_client.gui.bridge_pillars) { /* draw pillars below for high bridges */ DrawBridgePillars(psid, ti, axis, type, x, y, z); } @@ -1200,7 +1200,7 @@ static void AnimateTile_TunnelBridge(TileIndex tile) static void TileLoop_TunnelBridge(TileIndex tile) { bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile); - switch (_settings.game_creation.landscape) { + switch (_settings_game.game_creation.landscape) { case LT_ARCTIC: if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) { SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert); @@ -1388,7 +1388,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti static CommandCost TerraformTile_TunnelBridge(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new) { - if (_settings.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile)) { + if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile)) { DiagDirection direction = GetTunnelBridgeDirection(tile); Axis axis = DiagDirToAxis(direction); CommandCost res; -- cgit v1.2.3-54-g00ecf