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(svn r26209) -Codechange: remove some template magic and simplify some code
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@@ -394,7 +394,7 @@ static void *ReadSprite(const SpriteCache *sc, SpriteID id, SpriteType sprite_ty
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sprite[ZOOM_LVL_NORMAL].type = sprite_type;
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SpriteLoaderGrf sprite_loader(sc->container_ver);
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if (sprite_type != ST_MAPGEN && BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 32) {
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if (sprite_type != ST_MAPGEN && BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 32) {
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/* Try for 32bpp sprites first. */
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sprite_avail = sprite_loader.LoadSprite(sprite, file_slot, file_pos, sprite_type, true);
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}
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@@ -442,7 +442,7 @@ static void *ReadSprite(const SpriteCache *sc, SpriteID id, SpriteType sprite_ty
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return (void*)GetRawSprite(SPR_IMG_QUERY, ST_NORMAL, allocator);
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}
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}
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return BlitterFactoryBase::GetCurrentBlitter()->Encode(sprite, allocator);
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return BlitterFactory::GetCurrentBlitter()->Encode(sprite, allocator);
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}
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@@ -847,7 +847,7 @@ void *GetRawSprite(SpriteID sprite, SpriteType type, AllocatorProc *allocator)
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static void GfxInitSpriteCache()
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{
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/* initialize sprite cache heap */
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int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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uint target_size = (bpp > 0 ? _sprite_cache_size * bpp / 8 : 1) * 1024 * 1024;
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/* Remember 'target_size' from the previous allocation attempt, so we do not try to reach the target_size multiple times in case of failure. */
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