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https://github.com/OpenTTD/OpenTTD
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Change: Let sprite loader know what sprites are available in both 8bpp and 32bpp depths.
This commit is contained in:
committed by
Peter Nelson
parent
60d0d7b8b2
commit
83e9ee00f0
@@ -477,15 +477,17 @@ static void *ReadSprite(const SpriteCache *sc, SpriteID id, SpriteType sprite_ty
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SpriteLoader::SpriteCollection sprite;
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uint8_t sprite_avail = 0;
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uint8_t avail_8bpp = 0;
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uint8_t avail_32bpp = 0;
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sprite[ZOOM_LVL_MIN].type = sprite_type;
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SpriteLoaderGrf sprite_loader(file.GetContainerVersion());
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if (sprite_type != SpriteType::MapGen && encoder->Is32BppSupported()) {
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/* Try for 32bpp sprites first. */
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sprite_avail = sprite_loader.LoadSprite(sprite, file, file_pos, sprite_type, true, sc->control_flags);
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sprite_avail = sprite_loader.LoadSprite(sprite, file, file_pos, sprite_type, true, sc->control_flags, avail_8bpp, avail_32bpp);
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}
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if (sprite_avail == 0) {
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sprite_avail = sprite_loader.LoadSprite(sprite, file, file_pos, sprite_type, false, sc->control_flags);
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sprite_avail = sprite_loader.LoadSprite(sprite, file, file_pos, sprite_type, false, sc->control_flags, avail_8bpp, avail_32bpp);
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}
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if (sprite_avail == 0) {
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