12 #ifndef EFFECTVEHICLE_BASE_H 13 #define EFFECTVEHICLE_BASE_H 44 #define FOR_ALL_EFFECTVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(EffectVehicle, var) DirectionByte direction
facing
byte animation_substate
Sub state to time the change of the graphics/behaviour.
A special vehicle is one of the following:
virtual ~EffectVehicle()
We want to 'destruct' the right class.
Direction
Defines the 8 directions on the map.
EffectVehicle()
We don't want GCC to zero our struct! It already is zeroed and has an index!
Class defining several overloaded accessors so we don't have to cast vehicle types that often...
TransparencyOption GetTransparencyOption() const
Determines the transparency option affecting the effect.
void UpdateDeltaXY(Direction direction)
Updates the x and y offsets and the size of the sprite used for this vehicle.
bool Tick()
Calls the tick handler of the vehicle.
Base class for all vehicles.
Functions related to transparency.
uint16 animation_state
State primarily used to change the graphics/behaviour.
TransparencyOption
Transparency option bits: which position in _transparency_opt stands for which transparency.