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@@ -284,13 +284,13 @@ CommandCost CmdBuildAircraft(TileIndex t
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Vehicle *vl[3];
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if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
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if (unit_num > _settings.vehicle.max_aircraft)
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if (unit_num > _settings_game.vehicle.max_aircraft)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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if (flags & DC_EXEC) {
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Vehicle *v = vl[0]; // aircraft
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Vehicle *u = vl[1]; // shadow
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@@ -401,13 +401,13 @@ CommandCost CmdBuildAircraft(TileIndex t
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v->u.air.state = HANGAR;
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v->u.air.previous_pos = v->u.air.pos;
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v->u.air.targetairport = GetStationIndex(tile);
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v->SetNext(u);
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v->service_interval = _settings.vehicle.servint_aircraft;
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v->service_interval = _settings_game.vehicle.servint_aircraft;
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v->date_of_last_service = _date;
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v->build_year = u->build_year = _cur_year;
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v->cur_image = u->cur_image = 0xEA0;
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@@ -661,13 +661,13 @@ CommandCost CmdRefitAircraft(TileIndex t
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return cost;
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}
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static void CheckIfAircraftNeedsService(Vehicle *v)
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{
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if (_settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
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if (_settings_game.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
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if (v->IsInDepot()) {
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VehicleServiceInDepot(v);
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return;
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}
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const Station *st = GetStation(v->current_order.GetDestination());
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@@ -881,13 +881,13 @@ static int UpdateAircraftSpeed(Vehicle *
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{
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uint spd = v->acceleration * 16;
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byte t;
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/* Adjust speed limits by plane speed factor to prevent taxiing
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* and take-off speeds being too low. */
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speed_limit *= _settings.vehicle.plane_speed;
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speed_limit *= _settings_game.vehicle.plane_speed;
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if (v->u.air.cached_max_speed < speed_limit) {
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if (v->cur_speed < speed_limit) hard_limit = false;
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speed_limit = v->u.air.cached_max_speed;
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}
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@@ -899,29 +899,29 @@ static int UpdateAircraftSpeed(Vehicle *
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* forced to slow down rapidly in the short distance needed. The magic
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* value 16384 was determined to give similar results to the old speed/48
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* method at slower speeds. This also results in less reduction at slow
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* speeds to that aircraft do not get to taxi speed straight after
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* touchdown. */
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if (!hard_limit && v->cur_speed > speed_limit) {
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speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings.vehicle.plane_speed);
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speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
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}
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spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
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/* adjust speed for broken vehicles */
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if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
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/* updates statusbar only if speed have changed to save CPU time */
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if (spd != v->cur_speed) {
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v->cur_speed = spd;
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if (_settings.gui.vehicle_speed)
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if (_settings_client.gui.vehicle_speed)
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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}
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/* Adjust distance moved by plane speed setting */
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if (_settings.vehicle.plane_speed > 1) spd /= _settings.vehicle.plane_speed;
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if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
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if (!(v->direction & 1)) spd = spd * 3 / 4;
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spd += v->progress;
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v->progress = (byte)spd;
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return spd >> 8;
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@@ -1596,13 +1596,13 @@ static void AircraftEventHandler_AtTermi
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{
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/* if we just arrived, execute EnterTerminal first */
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if (v->u.air.previous_pos != v->u.air.pos) {
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AircraftEventHandler_EnterTerminal(v, apc);
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/* on an airport with helipads, a helicopter will always land there
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* and get serviced at the same time - patch setting */
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if (_settings.order.serviceathelipad) {
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if (_settings_game.order.serviceathelipad) {
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if (v->subtype == AIR_HELICOPTER && apc->helipads != NULL) {
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/* an exerpt of ServiceAircraft, without the invisibility stuff */
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v->date_of_last_service = _date;
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v->breakdowns_since_last_service = 0;
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v->reliability = GetEngine(v->engine_type)->reliability;
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InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
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