Add game event flag for disaster vehicles

pull/91/head
Jonathan G Rennison 5 years ago
parent e001f4e8c1
commit e2251999ce

@ -116,6 +116,12 @@ void DisasterVehicle::UpdateImage()
this->UpdateSpriteSeqBound();
}
DisasterVehicle::DisasterVehicle() :
SpecializedVehicleBase()
{
RegisterGameEvents(GEF_DISASTER_VEH);
}
/**
* Construct the disaster vehicle.
* @param x The X coordinate.
@ -127,6 +133,8 @@ void DisasterVehicle::UpdateImage()
DisasterVehicle::DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target) :
SpecializedVehicleBase(), big_ufo_destroyer_target(big_ufo_destroyer_target)
{
RegisterGameEvents(GEF_DISASTER_VEH);
this->vehstatus = VS_UNCLICKABLE;
this->x_pos = x;

@ -42,7 +42,7 @@ struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DI
byte flags; ///< Flags about the state of the vehicle, @see AirVehicleFlags
/** For use by saveload. */
DisasterVehicle() : SpecializedVehicleBase() {}
DisasterVehicle();
DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target = VEH_INVALID);
/** We want to 'destruct' the right class. */
virtual ~DisasterVehicle() {}

@ -1734,5 +1734,6 @@ char *DumpGameEventFlags(GameEventFlags events, char *b, const char *last)
dump('m', GEF_COMPANY_MERGE);
dump('n', GEF_RELOAD_NEWGRF);
dump('t', GEF_TBTR_REPLACEMENT);
dump('D', GEF_DISASTER_VEH);
return b;
}

@ -92,6 +92,7 @@ enum GameEventFlags : uint32 {
GEF_COMPANY_MERGE = 1 << 1, ///< (m) A company has been bought by another
GEF_RELOAD_NEWGRF = 1 << 2, ///< (n) ReloadNewGRFData() has been called
GEF_TBTR_REPLACEMENT = 1 << 3, ///< (t) CMD_TEMPLATE_REPLACE_VEHICLE has been called
GEF_DISASTER_VEH = 1 << 4, ///< (D) A disaster vehicle exists or has been created
};
DECLARE_ENUM_AS_BIT_SET(GameEventFlags)

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