@@ -264,13 +264,13 @@ static inline void MakeClear(TileIndex t
_m[t].m1 = 0;
SetTileOwner(t, OWNER_NONE);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0 << 5 | 0 << 2;
SetClearGroundDensity(t, g, density); // Sets m5
_m[t].m6 = 0;
_me[t].m6 = 0;
_me[t].m7 = 0;
}
/**
* Make a (farm) field tile.
@@ -21,13 +21,12 @@ struct Tile {
byte height; ///< The height of the northern corner.
byte m1; ///< Primarily used for ownership information
uint16 m2; ///< Primarily used for indices to towns, industries and stations
byte m3; ///< General purpose
byte m4; ///< General purpose
byte m5; ///< General purpose
byte m6; ///< General purpose
};
* Data that is stored per tile. Also used Tile for this.
* Look at docs/landscape.html for the exact meaning of the members.
*/
@@ -127,13 +127,13 @@ public:
DEBUG(misc, LANDINFOD_LEVEL, "height = %#x", _m[tile].height);
DEBUG(misc, LANDINFOD_LEVEL, "m1 = %#x", _m[tile].m1);
DEBUG(misc, LANDINFOD_LEVEL, "m2 = %#x", _m[tile].m2);
DEBUG(misc, LANDINFOD_LEVEL, "m3 = %#x", _m[tile].m3);
DEBUG(misc, LANDINFOD_LEVEL, "m4 = %#x", _m[tile].m4);
DEBUG(misc, LANDINFOD_LEVEL, "m5 = %#x", _m[tile].m5);
DEBUG(misc, LANDINFOD_LEVEL, "m6 = %#x", _m[tile].m6);
DEBUG(misc, LANDINFOD_LEVEL, "m6 = %#x", _me[tile].m6);
DEBUG(misc, LANDINFOD_LEVEL, "m7 = %#x", _me[tile].m7);
#undef LANDINFOD_LEVEL
virtual void OnInit()
{
Status change: