(svn r2812) Move variables, which only vehicle_gui.c needs to know about, there

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
tron 19 years ago
parent a8e53be6b9
commit 747a0f6a55

@ -130,8 +130,6 @@ void InitializeGame(uint size_x, uint size_y)
for (i = 0; i < lengthof(_autoreplace_array); i++)
_autoreplace_array[i] = i;
_railtype_selected_in_replace_gui = 0;
AddTypeToEngines(); // make sure all engines have a type
SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 0);

@ -451,8 +451,6 @@ VARDEF byte _vehicle_design_names;
/* Autoreplace vehicle stuff*/
VARDEF byte _autoreplace_array[256];
VARDEF uint16 _player_num_engines[256];
VARDEF byte _railtype_selected_in_replace_gui;
/* Forking stuff */
VARDEF bool _dedicated_forks;

@ -23,6 +23,9 @@ static uint32 _internal_name_sorter_id; // internal StringID for default vehicle
static uint32 _last_vehicle_idx; // cached index to hopefully speed up name-sorting
static bool _internal_sort_order; // descending/ascending
static uint16 _player_num_engines[256];
static byte _railtype_selected_in_replace_gui;
VehicleSortListingTypeFunctions * const _vehicle_sorter[] = {
&VehicleUnsortedSorter,
&VehicleNumberSorter,
@ -158,6 +161,7 @@ void SortVehicleList(vehiclelist_d *vl)
/* General Vehicle GUI based procedures that are independent of vehicle types */
void InitializeVehiclesGuiList(void)
{
_railtype_selected_in_replace_gui = 0;
}
// draw the vehicle profit button in the vehicle list window.

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