Files @ r25958:603d75b53498
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Location: cpp/openttd-patchpack/source/src/effectvehicle_func.h

Patric Stout
Doc: update multiplayer documentation with latest changes (#9552)

Although several places were fixed during the PR making the change,
not all made it in this document.

While at it, removed all kinds of Markdown warnings by an excessive
usage of spacebar in this document.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file effectvehicle_func.h Functions related to effect vehicles. */

#ifndef EFFECTVEHICLE_FUNC_H
#define EFFECTVEHICLE_FUNC_H

#include "vehicle_type.h"

/** Effect vehicle types */
enum EffectVehicleType {
	EV_CHIMNEY_SMOKE            =  0, ///< Smoke of power plant (industry).
	EV_STEAM_SMOKE              =  1, ///< Smoke of steam engines.
	EV_DIESEL_SMOKE             =  2, ///< Smoke of diesel engines.
	EV_ELECTRIC_SPARK           =  3, ///< Sparcs of electric engines.
	EV_CRASH_SMOKE              =  4, ///< Smoke of disasters.
	EV_EXPLOSION_LARGE          =  5, ///< Various explosions.
	EV_BREAKDOWN_SMOKE          =  6, ///< Smoke of broken vehicles except aircraft.
	EV_EXPLOSION_SMALL          =  7, ///< Various explosions.
	EV_BULLDOZER                =  8, ///< Bulldozer at roadworks.
	EV_BUBBLE                   =  9, ///< Bubble of bubble generator (industry).
	EV_BREAKDOWN_SMOKE_AIRCRAFT = 10, ///< Smoke of broken aircraft.
	EV_COPPER_MINE_SMOKE        = 11, ///< Smoke at copper mine.
	EV_END
};

EffectVehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type);
EffectVehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type);
EffectVehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type);

#endif /* EFFECTVEHICLE_FUNC_H */