forked from mirror/OpenTTD
(svn r20435) -Codechange: move spritegroup to GRFFilePropsBase and prepare it for more spritegroups
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@@ -408,7 +408,7 @@ uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, House
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object.u.house.not_yet_constructed = not_yet_constructed;
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object.u.house.initial_random_bits = initial_random_bits;
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group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->grf_prop.spritegroup, &object);
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group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->grf_prop.spritegroup[0], &object);
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if (group == NULL) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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@@ -459,7 +459,7 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
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NewHouseResolver(&object, house_id, ti->tile, Town::GetByTile(ti->tile));
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group = SpriteGroup::Resolve(hs->grf_prop.spritegroup, &object);
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group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
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if (group == NULL || group->type != SGT_TILELAYOUT) {
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return;
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} else {
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@@ -639,7 +639,7 @@ static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_rando
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object.callback = CBID_RANDOM_TRIGGER;
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object.trigger = trigger;
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const SpriteGroup *group = SpriteGroup::Resolve(hs->grf_prop.spritegroup, &object);
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const SpriteGroup *group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
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if (group == NULL) return;
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byte new_random_bits = Random();
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