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Codechange: Store animated tile state in map to improve performance.
This allows animated tiles to be added and removed without searching in the animated tile list, providing a performance improvement when there are lots of animated tiles. Save game version is bumped so that animated tile state can be converted.
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@@ -740,6 +740,7 @@
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</li>
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</ul>
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</li>
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<li>m6: bits 1..0: animated tile state</li>
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<li>m7 :
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<ul>
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<li>If <a href="#newhouses">newhouses</a> is activated
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@@ -1026,6 +1027,7 @@
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</li>
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<li>m6 bits 6..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint, road waypoint)</li>
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<li>m6 bit 2: pbs reservation state for railway stations/waypoints</li>
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<li>m6 bits 1..0: animated tile state</li>
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<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road (road stops)</li>
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<li>m7: animation frame (railway stations/waypoints, airports)</li>
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@@ -1479,6 +1481,7 @@
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</li>
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<li>m6 bits 5..3: random triggers (NewGRF)</li>
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<li>m6 bit 2: bit 8 of type (see m5)</li>
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<li>m6 bits 1..0: animated tile state</li>
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<li>m7: animation frame</li>
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</ul>
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</td>
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@@ -1651,6 +1654,7 @@
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<li>m2: index into the array of objects, bits 0 to 15 (upper bits in m5)</li>
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<li>m3: random bits</li>
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<li>m5: index into the array of objects, bits 16 to 23 (lower bits in m2)</li>
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<li>m6 bits 1..0: animated tile state</li>
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<li>m7: animation counter</li>
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</ul>
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</td>
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