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Change: [NewGRF] Animation-trigger 'construction stage changed' of houses and industries now also triggers at construction start. (#14089)

This commit is contained in:
frosch
2025-04-26 14:42:49 +02:00
committed by GitHub
parent 365eed533d
commit 0d9074769d
6 changed files with 29 additions and 5 deletions

View File

@@ -503,7 +503,7 @@ static void AdvanceSingleHouseConstruction(TileIndex tile)
IncHouseConstructionTick(tile);
if (GetHouseConstructionTick(tile) != 0) return;
TriggerHouseAnimation_ConstructionStageChanged(tile);
TriggerHouseAnimation_ConstructionStageChanged(tile, false);
if (IsHouseCompleted(tile)) {
/* Now that construction is complete, we can add the population of the
@@ -2705,6 +2705,13 @@ static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID
MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits, is_protected);
UpdateTownRadius(t);
UpdateTownGrowthRate(t);
BuildingFlags size = hs->building_flags;
TriggerHouseAnimation_ConstructionStageChanged(tile, true);
if (size.Any(BUILDING_2_TILES_Y)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(0, 1), true);
if (size.Any(BUILDING_2_TILES_X)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 0), true);
if (size.Any(BUILDING_HAS_4_TILES)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 1), true);
}
/**