@@ -45,10 +45,10 @@ TileIndex GetOtherTunnelEnd(TileIndex ti
* @param dir the direction to start searching to.
* @return true if and only if there is a tunnel.
*/
bool IsTunnelInWayDir(TileIndex tile, uint z, DiagDirection dir)
bool IsTunnelInWayDir(TileIndex tile, int z, DiagDirection dir)
{
TileIndexDiff delta = TileOffsByDiagDir(dir);
uint height;
int height;
do {
tile -= delta;
@@ -65,7 +65,7 @@ bool IsTunnelInWayDir(TileIndex tile, ui
* @param z the 'z' to search on.
bool IsTunnelInWay(TileIndex tile, uint z)
bool IsTunnelInWay(TileIndex tile, int z)
return IsTunnelInWayDir(tile, z, (TileX(tile) > (MapMaxX() / 2)) ? DIAGDIR_NE : DIAGDIR_SW) ||
IsTunnelInWayDir(tile, z, (TileY(tile) > (MapMaxY() / 2)) ? DIAGDIR_NW : DIAGDIR_SE);
@@ -38,8 +38,8 @@ static inline bool IsTunnelTile(TileInde
}
TileIndex GetOtherTunnelEnd(TileIndex);
bool IsTunnelInWay(TileIndex, uint z);
bool IsTunnelInWayDir(TileIndex tile, uint z, DiagDirection dir);
bool IsTunnelInWay(TileIndex, int z);
bool IsTunnelInWayDir(TileIndex tile, int z, DiagDirection dir);
/**
* Makes a road tunnel entrance
Status change: