forked from mirror/OpenTTD
Codechange: range based for loops instead of C-style for loops
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@@ -2369,7 +2369,7 @@ bool AfterLoadGame()
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uint8_t old_start;
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uint8_t num_frames;
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};
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static const AirportTileConversion atc[] = {
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static const AirportTileConversion atcs[] = {
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{31, 12}, // APT_RADAR_GRASS_FENCE_SW
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{50, 4}, // APT_GRASS_FENCE_NE_FLAG
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{62, 2}, // 1 unused tile
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@@ -2384,17 +2384,17 @@ bool AfterLoadGame()
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if (IsAirportTile(t)) {
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StationGfx old_gfx = GetStationGfx(t);
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uint8_t offset = 0;
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for (uint i = 0; i < lengthof(atc); i++) {
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if (old_gfx < atc[i].old_start) {
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for (const auto &atc : atcs) {
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if (old_gfx < atc.old_start) {
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SetStationGfx(t, old_gfx - offset);
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break;
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}
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if (old_gfx < atc[i].old_start + atc[i].num_frames) {
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SetAnimationFrame(t, old_gfx - atc[i].old_start);
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SetStationGfx(t, atc[i].old_start - offset);
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if (old_gfx < atc.old_start + atc.num_frames) {
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SetAnimationFrame(t, old_gfx - atc.old_start);
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SetStationGfx(t, atc.old_start - offset);
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break;
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}
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offset += atc[i].num_frames - 1;
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offset += atc.num_frames - 1;
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}
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}
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}
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