(svn r27186) -Codechange: Rename AlwaysDrawUnpavedRoads() to better reflect what it does.

pull/155/head
michi_cc 9 years ago
parent 7cb07acd86
commit ab048fdcd1

@ -1156,16 +1156,15 @@ const byte _road_sloped_sprites[14] = {
};
/**
* Whether to draw unpaved roads regardless of the town zone.
* By default, OpenTTD always draws roads as unpaved if they are on a desert
* tile or above the snowline. Newgrf files, however, can set a bit that allows
* paved roads to be built on desert tiles as they would be on grassy tiles.
* Should the road be drawn as a unpaved snow/desert road?
* By default, roads are always drawn as unpaved if they are on desert or
* above the snow line, but NewGRFs can override this for desert.
*
* @param tile The tile the road is on
* @param roadside What sort of road this is
* @return True if the road should be drawn unpaved regardless of the roadside.
* @return True if snow/desert road sprites should be used.
*/
static bool AlwaysDrawUnpavedRoads(TileIndex tile, Roadside roadside)
static bool DrawRoadAsSnowDesert(TileIndex tile, Roadside roadside)
{
return (IsOnSnow(tile) &&
!(_settings_game.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
@ -1245,7 +1244,7 @@ static void DrawRoadBits(TileInfo *ti)
Roadside roadside = GetRoadside(ti->tile);
if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
if (DrawRoadAsSnowDesert(ti->tile, roadside)) {
image += 19;
} else {
switch (roadside) {
@ -1328,7 +1327,7 @@ static void DrawTile_Road(TileInfo *ti)
Roadside roadside = GetRoadside(ti->tile);
if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
if (DrawRoadAsSnowDesert(ti->tile, roadside)) {
road += 19;
} else {
switch (roadside) {
@ -1354,7 +1353,7 @@ static void DrawTile_Road(TileInfo *ti)
Roadside roadside = GetRoadside(ti->tile);
if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
if (DrawRoadAsSnowDesert(ti->tile, roadside)) {
image += 8;
} else {
switch (roadside) {

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