mirror of https://github.com/OpenTTD/OpenTTD
(svn r26387) -Cleanup (r26173): No need to manually clear registers before resolving.
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363d5e8205
commit
b935cb8415
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@ -33,17 +33,6 @@ static inline uint32 GetRegister(uint i)
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return _temp_store.GetValue(i);
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}
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/**
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* Clears the value of a so-called newgrf "register".
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* @param i index of the register
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* @pre i < 0x110
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*/
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static inline void ClearRegister(uint i)
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{
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extern TemporaryStorageArray<int32, 0x110> _temp_store;
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_temp_store.StoreValue(i, 0);
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}
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/* List of different sprite group types */
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enum SpriteGroupType {
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SGT_REAL,
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@ -637,9 +637,10 @@ SpriteID GetCustomStationFoundationRelocation(const StationSpec *statspec, BaseS
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/* callback_param1 == 2 means we are resolving the foundation sprites. */
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StationResolverObject object(statspec, st, tile, CBID_NO_CALLBACK, 2, layout | (edge_info << 16));
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ClearRegister(0x100);
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const SpriteGroup *group = ResolveStation(object);
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if (group == NULL || group->type != SGT_RESULT) return 0;
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/* Note: SpriteGroup::Resolve zeroes all registers, so register 0x100 is initialised to 0. (compatibility) */
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return group->GetResult() + GetRegister(0x100);
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}
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