forked from mirror/OpenTTD
(svn r4486) - NewGRF: Create and use a memory pool to manage sprite groups. This
reduces the amount of house keeping we do and the chance of memory leaks.
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4
sprite.h
4
sprite.h
@@ -118,6 +118,7 @@ typedef struct ResultSpriteGroup {
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} ResultSpriteGroup;
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typedef enum SpriteGroupType {
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SGT_INVALID,
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SGT_REAL,
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SGT_DETERMINISTIC,
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SGT_RANDOMIZED,
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@@ -127,7 +128,6 @@ typedef enum SpriteGroupType {
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struct SpriteGroup {
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SpriteGroupType type;
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byte ref_count;
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union {
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RealSpriteGroup real;
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@@ -160,6 +160,4 @@ SpriteGroup *EvalRandomizedSpriteGroup(const RandomizedSpriteGroup *rsg, byte ra
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* (then they are |ed to @waiting_triggers instead). */
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byte RandomizedSpriteGroupTriggeredBits(const RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
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void UnloadSpriteGroup(SpriteGroup **group_ptr);
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#endif /* SPRITE_H */
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