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Paste #plfma9jeb

  1. /** Directions to search towards given track bits and the ship's enter direction. */
  2. static const DiagDirection _ship_search_directions[6][4] = {
  3.     { DIAGDIR_NE,      INVALID_DIAGDIR, DIAGDIR_SW,      INVALID_DIAGDIR },
  4.     { INVALID_DIAGDIR, DIAGDIR_SE,      INVALID_DIAGDIR, DIAGDIR_NW      },
  5.     { INVALID_DIAGDIR, DIAGDIR_NE,      DIAGDIR_NW,      INVALID_DIAGDIR },

Paste #pvjabr0nl

  1. static bool IsPossibleLockLocation(TileIndex tile)
  2. {
  3.     DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile));
  4.     if (dir == INVALID_DIAGDIR) return false;

Paste #phtjkdxl4

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():    false
  4.     GetName():          (null : 0x00000000)
  5.     GetName():          (null : 0x00000000)

Paste #pnkjrjxub

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():    false
  4.     GetName():          (null : 0x00000000) (AIVehicle.VT_RAIL)
  5.     GetName():          (null : 0x00000000) (AIVehicle.VT_ROAD)

Paste #pj212urmk

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():     false
  4.     GetName():
  5.      AIVehicle.VT_RAIL:  (null : 0x00000000)

Paste #pzhxcbdxc

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():    false
  4.     GetName():
  5.      VT_RAIL:            (null : 0x00000000)

Paste #prho3dkro

  1.     /* Check whether the third tile is an aqueduct head, or a water tile
  2.      * with one corner raised with or without a rail track on the opposite
  3.      * corner, or a buoy. */
  4.     if (!IsTileType(tile_cur, MP_WATER)) {
  5.         if (IsTileType(tile_cur, MP_TUNNELBRIDGE)) {

https://imgur.com/wQuDOi5

  1. static bool GrowingOnWateredTile(TileIndex tile)
  2. {
  3.     TrackBits water_track = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
  4.     if (water_track != TRACK_BIT_NONE) {
  5.         if (water_track == TRACK_BIT_UPPER || water_track == TRACK_BIT_LOWER || water_track == TRACK_BIT_LEFT || water_track == TRACK_BIT_RIGHT) {

Paste #pa08dtohs

  1. /**
  2.  * Determine if a player could possibly build a ship lock that would cover this tile.
  3.  *
  4.  * @param bridge_ramp The tile to possibly outrule a bridge position
  5.  * @param bridge_dir The bridge direction

Paste #p3brhxe74

  1. static bool IsPossibleLockLocation(TileIndex tile)
  2. {
  3.     DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile));
  4.     if (!IsValidDiagDirection(dir)) return false;

Paste #pzub1wt41

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():    false
  4.     GetName():          (null : 0x00000000)
  5.     GetName():          (null : 0x00000000)

Paste #pceswwkbb

  1.     /* Check whether the third tile is an aqueduct head, or a water tile
  2.      * with one corner raised with or without a rail track, or a buoy. */
  3.     if (!IsTileType(tile_cur, MP_WATER)) {
  4.         if (IsTileType(tile_cur, MP_TUNNELBRIDGE)) {
  5.             if (GetTunnelBridgeTransportType(tile_cur) != TRANSPORT_WATER) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);

Paste #pvo6zjzxv

  1. "We Built This City"
  2.  
  3. Cargos
  4. * sugar
  5. * flour

Paste #pfvcyec2z

  1. /** Directions to search towards given track bits and the ship's enter direction. */
  2. static const DiagDirection _ship_search_directions[6][4] = {
  3.     { DIAGDIR_NE,      INVALID_DIAGDIR, DIAGDIR_SW,      INVALID_DIAGDIR },
  4.     { INVALID_DIAGDIR, DIAGDIR_SE,      INVALID_DIAGDIR, DIAGDIR_NW      },
  5.     { INVALID_DIAGDIR, DIAGDIR_NE,      DIAGDIR_NW,      INVALID_DIAGDIR },

Paste #pxqvfukec

  1. /**
  2.  * Helper function
  3.  *
  4.  * @param bridge_tile
  5.  * @param bridge_dir