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Codechange: Set underlying type for HouseSpec enums.
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@ -32,7 +32,7 @@ static const HouseID INVALID_HOUSE_ID = 0xFFFF;
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static const uint HOUSE_NUM_ACCEPTS = 16; ///< Max number of cargoes accepted by a tile
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static const uint HOUSE_ORIGINAL_NUM_ACCEPTS = 3; ///< Original number of accepted cargo types.
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enum BuildingFlags {
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enum BuildingFlags : uint8_t {
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TILE_NO_FLAG = 0,
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TILE_SIZE_1x1 = 1U << 0,
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TILE_NOT_SLOPED = 1U << 1,
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@ -50,7 +50,7 @@ enum BuildingFlags {
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};
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZonesBits {
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enum HouseZonesBits : uint8_t {
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HZB_BEGIN = 0,
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HZB_TOWN_EDGE = 0,
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HZB_TOWN_OUTSKIRT,
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@ -63,7 +63,7 @@ static_assert(HZB_END == 5);
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DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
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enum HouseZones { ///< Bit Value Meaning
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enum HouseZones : uint16_t {
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HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
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HZ_ZON1 = 1U << HZB_TOWN_EDGE, ///< 0..4 1,2,4,8,10 which town zones the building can be built in, Zone1 been the further suburb
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HZ_ZON2 = 1U << HZB_TOWN_OUTSKIRT,
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@ -80,7 +80,7 @@ enum HouseZones { ///< Bit Value Meaning
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};
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DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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enum HouseExtraFlags : uint8_t {
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NO_EXTRA_FLAG = 0,
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BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able to
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