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(svn r635) Fix choosing a spritegroup from deterministic variational spritegroups if there is no structure to search (i.e. in purchase lists) (pasky)
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24
engine.c
24
engine.c
@@ -255,22 +255,36 @@ ResolveVehicleSpriteGroup(struct SpriteGroup *spritegroup, struct Vehicle *veh)
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struct SpriteGroup *target;
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int value = -1;
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//debug("[%p] Having fun resolving variable %x", dsg->variable);
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//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
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if ((dsg->variable >> 6) == 0) {
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/* General property */
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value = GetDeterministicSpriteValue(dsg->variable);
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} else {
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/* Station-specific property. */
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/* Vehicle-specific property. */
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if (veh == NULL) {
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/* We are in a purchase list of something,
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* and we are checking for something undefined.
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* That means we should get the first target
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* (NOT the default one). */
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if (dsg->num_ranges > 0) {
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target = &dsg->ranges[0].group;
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} else {
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target = dsg->default_group;
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}
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return ResolveVehicleSpriteGroup(target, NULL);
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}
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if (dsg->var_scope == VSG_SCOPE_PARENT) {
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/* First engine in the vehicle chain */
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if (veh != NULL && veh->type == VEH_Train)
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if (veh->type == VEH_Train)
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veh = GetFirstVehicleInChain(veh);
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}
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if (dsg->variable == 0x40) {
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if (veh && veh->type == VEH_Train) {
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if (veh->type == VEH_Train) {
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Vehicle *u = GetFirstVehicleInChain(veh);
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byte chain_before = 0, chain_after = 0;
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@@ -293,7 +307,7 @@ ResolveVehicleSpriteGroup(struct SpriteGroup *spritegroup, struct Vehicle *veh)
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// TTDPatch runs on little-endian arch;
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// Variable is 0x80 + offset in TTD's vehicle structure
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switch (dsg->variable - 0x80) {
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#define veh_prop(id_, value_) case id_: if (veh != NULL) value = value_; break /* XXX factorise "if" */
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#define veh_prop(id_, value_) case id_: value = value_; break
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veh_prop(0x00, veh->type);
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veh_prop(0x01, veh->subtype);
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veh_prop(0x04, veh->index);
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