forked from mirror/OpenTTD
(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
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@@ -24,7 +24,6 @@
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#include "bridge.h"
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#include "table/bridge_land.h"
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#include "table/tunnel_land.h"
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extern const byte _track_sloped_sprites[14];
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extern const SpriteID _water_shore_sprites[15];
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@@ -1040,13 +1039,14 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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// draw tunnel?
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if ((ti->map5 & 0xF0) == 0) {
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/* railway type */
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image = GB(_m[ti->tile].m3, 0, 4) * 8;
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if (GB(ti->map5, 2, 2) == 0) { /* Rail tunnel? */
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image = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4))->base_sprites.tunnel;
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} else {
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image = SPR_TUNNEL_ENTRY_REAR_ROAD;
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}
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if (ice)
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image += 32;
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if (ice) image += 32;
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image += _draw_tunnel_table_1[GB(ti->map5, 2, 2)];
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image += GB(ti->map5, 0, 2) * 2;
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DrawGroundSprite(image);
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