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Location: cpp/openttd-patchpack/source/src/effectvehicle_base.h - annotation
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Update: Translations from eints
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r9009:e21a5dd1e60e r9009:e21a5dd1e60e r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r18876:3403b9c464f9 r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r18730:83ef302fe140 r17183:eeb17c6a8920 r17183:eeb17c6a8920 r11973:80401b1af20a r12090:c20f83257241 r17128:d4dca9b2b250 r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r22868:6eb08946de7f r11965:2b94ac4aa35a r17716:f8666779ca30 r9009:e21a5dd1e60e r9009:e21a5dd1e60e r17183:eeb17c6a8920 r17183:eeb17c6a8920 r17183:eeb17c6a8920 r17183:eeb17c6a8920 r12030:bf346482c342 r12030:bf346482c342 r9009:e21a5dd1e60e | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file effectvehicle_base.h Base class for all effect vehicles. */
#ifndef EFFECTVEHICLE_BASE_H
#define EFFECTVEHICLE_BASE_H
#include "vehicle_base.h"
#include "transparency.h"
/**
* A special vehicle is one of the following:
* - smoke
* - electric sparks for trains
* - explosions
* - bulldozer (road works)
* - bubbles (industry)
*/
struct EffectVehicle FINAL : public SpecializedVehicle<EffectVehicle, VEH_EFFECT> {
uint16 animation_state; ///< State primarily used to change the graphics/behaviour.
byte animation_substate; ///< Sub state to time the change of the graphics/behaviour.
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
EffectVehicle() : SpecializedVehicleBase() {}
/** We want to 'destruct' the right class. */
virtual ~EffectVehicle() {}
void UpdateDeltaXY();
bool Tick();
TransparencyOption GetTransparencyOption() const;
};
/**
* Iterate over disaster vehicles.
* @param var The variable used to iterate over.
*/
#define FOR_ALL_EFFECTVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(EffectVehicle, var)
#endif /* EFFECTVEHICLE_BASE_H */
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