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(svn r20184) -Codechange: make _trees_tick_ctr and _disaster_delay not use VARDEF and put them in a more logical location
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@ -48,6 +48,9 @@
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#include "table/strings.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "table/sprites.h"
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/** Delay counter for considering the next disaster. */
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uint16 _disaster_delay;
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enum DisasterSubType {
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enum DisasterSubType {
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ST_ZEPPELINER,
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ST_ZEPPELINER,
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ST_ZEPPELINER_SHADOW,
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ST_ZEPPELINER_SHADOW,
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@ -26,6 +26,8 @@
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#include "saveload.h"
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#include "saveload.h"
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extern TileIndex _cur_tileloop_tile;
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extern TileIndex _cur_tileloop_tile;
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extern uint16 _disaster_delay;
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extern byte _trees_tick_ctr;
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/* Keep track of current game position */
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/* Keep track of current game position */
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int _saved_scrollpos_x;
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int _saved_scrollpos_x;
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@ -1552,6 +1552,8 @@ static bool LoadTTDPatchExtraChunks(LoadgameState *ls, int num)
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}
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}
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extern TileIndex _cur_tileloop_tile;
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extern TileIndex _cur_tileloop_tile;
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extern uint16 _disaster_delay;
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extern byte _trees_tick_ctr;
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static const OldChunks main_chunk[] = {
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static const OldChunks main_chunk[] = {
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OCL_ASSERT( OC_TTD, 0 ),
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OCL_ASSERT( OC_TTD, 0 ),
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OCL_ASSERT( OC_TTO, 0 ),
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OCL_ASSERT( OC_TTO, 0 ),
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@ -52,6 +52,8 @@ enum ExtraTreePlacement {
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ETP_ALL, ///< Place trees on all tiles
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ETP_ALL, ///< Place trees on all tiles
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};
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};
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/** Determines when to consider building more trees. */
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byte _trees_tick_ctr;
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/**
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/**
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* Tests if a tile can be converted to MP_TREES
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* Tests if a tile can be converted to MP_TREES
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@ -19,12 +19,6 @@
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/* Amount of game ticks */
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/* Amount of game ticks */
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VARDEF uint16 _tick_counter;
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VARDEF uint16 _tick_counter;
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/* Also save scrollpos_x, scrollpos_y and zoom */
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VARDEF uint16 _disaster_delay;
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/* Determines how often to run the tree loop */
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VARDEF byte _trees_tick_ctr;
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/* NOSAVE: Used in palette animations only, not really important. */
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/* NOSAVE: Used in palette animations only, not really important. */
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VARDEF int _palette_animation_counter;
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VARDEF int _palette_animation_counter;
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