Chunnel: Adjust struct Tunnel constructor

pull/16/head
Jonathan G Rennison 7 years ago
parent ee0d6e2fe6
commit aac5b2d4ad

@ -2040,9 +2040,7 @@ bool AfterLoadGame()
if (!Tunnel::CanAllocateItem()) return false;
Tunnel *t = new Tunnel(start_tile);
t->tile_s = end_tile;
t->is_chunnel = 0;
const Tunnel *t = new Tunnel(start_tile, end_tile, false);
_m[start_tile].m2 = t->index;
_m[end_tile].m2 = t->index;

@ -26,7 +26,8 @@ struct Tunnel : TunnelPool::PoolItem<&_tunnel_pool> {
TileIndex tile_s; // South tile of tunnel.
bool is_chunnel;
Tunnel(TileIndex tile_n = INVALID_TILE) : tile_n(tile_n) {}
Tunnel() {}
Tunnel(TileIndex tile_n, TileIndex tile_s, bool is_chunnel) : tile_n(tile_n), tile_s(tile_s), is_chunnel(is_chunnel) {}
~Tunnel();
static inline Tunnel *GetByTile(TileIndex tile)

@ -814,9 +814,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1,
if(start_tile > end_tile) Swap(tn, ts);
if (!Tunnel::CanAllocateItem()) return CMD_ERROR;
Tunnel *t = new Tunnel(tn);
t->tile_s = ts;
t->is_chunnel = is_chunnel;
const Tunnel *t = new Tunnel(tn, ts, is_chunnel);
if (transport_type == TRANSPORT_RAIL) {
if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;

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