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Location: cpp/openttd-patchpack/source/src/effectvehicle_base.h - annotation
r10764:5b98d3dd6146
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(svn r15097) -Update: WebTranslator2 update to 2009-01-15 18:47:56
brazilian_portuguese - 8 fixed by tucalipe (8)
danish - 4 fixed, 1 changed by beruic (5)
dutch - 6 fixed by habell (6)
english_US - 76 fixed by WhiteRabbit (76)
french - 7 fixed, 1 changed by glx (8)
greek - 9 fixed, 2 changed by doukas (11)
indonesian - 13 changed by fanioz (13)
norwegian_nynorsk - 24 fixed by runarlu (24)
polish - 5 fixed by xaxa (5)
brazilian_portuguese - 8 fixed by tucalipe (8)
danish - 4 fixed, 1 changed by beruic (5)
dutch - 6 fixed by habell (6)
english_US - 76 fixed by WhiteRabbit (76)
french - 7 fixed, 1 changed by glx (8)
greek - 9 fixed, 2 changed by doukas (11)
indonesian - 13 changed by fanioz (13)
norwegian_nynorsk - 24 fixed by runarlu (24)
polish - 5 fixed by xaxa (5)
r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e r9009:e21a5dd1e60e | /* $Id$ */
/** @file effectvehicle_base.h Base class for all effect vehicles. */
#ifndef EFFECTVEHICLE_BASE_H
#define EFFECTVEHICLE_BASE_H
#include "vehicle_base.h"
/**
* This class 'wraps' Vehicle; you do not actually instantiate this class.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) Train();
*
* As side-effect the vehicle type is set correctly.
*
* A special vehicle is one of the following:
* - smoke
* - electric sparks for trains
* - explosions
* - bulldozer (road works)
* - bubbles (industry)
*/
struct EffectVehicle : public Vehicle {
/** Initializes the Vehicle to a special vehicle */
EffectVehicle() { this->type = VEH_EFFECT; }
/** We want to 'destruct' the right class. */
virtual ~EffectVehicle() {}
const char *GetTypeString() const { return "special vehicle"; }
void UpdateDeltaXY(Direction direction);
void Tick();
};
#endif /* EFFECTVEHICLE_BASE_H */
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