(svn r3037) Don't deduce the sprites for tunnels and level crossings from magic numbers, but fetch them from the central rail info array. This is a preparation step for electrified rails

This commit is contained in:
tron
2005-10-13 16:00:14 +00:00
parent d37639ac3e
commit 7520ef8f33
6 changed files with 32 additions and 20 deletions

View File

@@ -850,10 +850,9 @@ static void DrawTile_Road(TileInfo *ti)
int f = GetRoadFoundation(ti->tileh, ti->map5 & 0xF);
if (f) DrawFoundation(ti, f);
image = 0x55B;
image = GetRailTypeInfo(GB(_m[ti->tile].m4, 0, 4))->base_sprites.crossing;
if ( (ti->map5 & 8) != 0)
image--;
if (GB(ti->map5, 3, 1) == 0) image++; /* direction */
if ( (ti->map5 & 4) != 0)
image += 2;
@@ -866,7 +865,7 @@ static void DrawTile_Road(TileInfo *ti)
if (m2 > 1) image += 4;
}
DrawGroundSprite(image + GB(_m[ti->tile].m4, 0, 4) * 12);
DrawGroundSprite(image);
if (_debug_pbs_level >= 1) {
byte pbs = PBSTileReserved(ti->tile);