|
@@ -918,22 +918,22 @@ uint GetBridgeFoundation(Slope tileh, Ax
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
* Draws a tunnel of bridge tile.
|
|
|
* For tunnels, this is rather simple, as you only needa draw the entrance.
|
|
|
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
|
|
|
* and it works a bit like a bitmask.<p> For bridge heads:
|
|
|
* <ul><li>Bit 0: direction</li>
|
|
|
* <li>Bit 1: northern or southern heads</li>
|
|
|
* <li>Bit 2: Set if the bridge head is sloped</li>
|
|
|
* <li>Bit 3 and more: Railtype Specific subset</li>
|
|
|
* </ul>
|
|
|
* For middle parts:
|
|
|
* <ul><li>Bits 0-1: need to be 0</li>
|
|
|
* <li>Bit 2: direction</li>
|
|
|
* <li>Bit 3 and above: Railtype Specific subset</li>
|
|
|
* </ul>
|
|
|
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
|
|
|
*/
|
|
|
* Draws a tunnel of bridge tile.
|
|
|
* For tunnels, this is rather simple, as you only needa draw the entrance.
|
|
|
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
|
|
|
* and it works a bit like a bitmask.<p> For bridge heads:
|
|
|
* <ul><li>Bit 0: direction</li>
|
|
|
* <li>Bit 1: northern or southern heads</li>
|
|
|
* <li>Bit 2: Set if the bridge head is sloped</li>
|
|
|
* <li>Bit 3 and more: Railtype Specific subset</li>
|
|
|
* </ul>
|
|
|
* For middle parts:
|
|
|
* <ul><li>Bits 0-1: need to be 0</li>
|
|
|
* <li>Bit 2: direction</li>
|
|
|
* <li>Bit 3 and above: Railtype Specific subset</li>
|
|
|
* </ul>
|
|
|
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
|
|
|
*/
|
|
|
static void DrawTile_TunnelBridge(TileInfo *ti)
|
|
|
{
|
|
|
uint32 image;
|