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(svn r23594) -Codechange: follow coding style with multi line comments
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@ -110,9 +110,12 @@ struct IndustrySpec {
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byte check_proc; ///< Index to a procedure to check for conflicting circumstances
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CargoID produced_cargo[2];
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byte production_rate[2];
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byte minimal_cargo; ///< minimum amount of cargo transported to the stations
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///< If the waiting cargo is less than this number, no cargo is moved to it
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CargoID accepts_cargo[3]; ///< 3 accepted cargoes
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/**
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* minimum amount of cargo transported to the stations.
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* If the waiting cargo is less than this number, no cargo is moved to it.
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*/
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byte minimal_cargo;
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CargoID accepts_cargo[3]; ///< 3 accepted cargoes.
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uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
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IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs
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byte climate_availability; ///< Bitmask, giving landscape enums as bit position
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@ -149,8 +152,11 @@ struct IndustryTileSpec {
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Slope slopes_refused; ///< slope pattern on which this tile cannot be built
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byte anim_production; ///< Animation frame to start when goods are produced
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byte anim_next; ///< Next frame in an animation
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bool anim_state; ///< When true, the tile has to be drawn using the animation
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///< state instead of the construction state
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/**
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* When true, the tile has to be drawn using the animation
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* state instead of the construction state
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*/
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bool anim_state;
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/* Newgrf data */
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uint8 callback_mask; ///< Bitmask of industry tile callbacks that have to be called
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AnimationInfo animation; ///< Information about the animation (is it looping, how many loops etc)
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@ -187,9 +187,12 @@ public:
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DirectionByte direction; ///< facing
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OwnerByte owner; ///< Which company owns the vehicle?
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byte spritenum; ///< currently displayed sprite index
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///< 0xfd == custom sprite, 0xfe == custom second head sprite
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///< 0xff == reserved for another custom sprite
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/**
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* currently displayed sprite index
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* 0xfd == custom sprite, 0xfe == custom second head sprite
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* 0xff == reserved for another custom sprite
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*/
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byte spritenum;
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SpriteID cur_image; ///< sprite number for this vehicle
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byte x_extent; ///< x-extent of vehicle bounding box
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byte y_extent; ///< y-extent of vehicle bounding box
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