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https://github.com/OpenTTD/OpenTTD
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Codechange: add and use SetSprite over directly accessing widget_data
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@@ -419,14 +419,14 @@ struct BuildRoadToolbarWindow : Window {
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{
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/* Configure the road toolbar for the roadtype. */
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const RoadTypeInfo *rti = GetRoadTypeInfo(this->roadtype);
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this->GetWidget<NWidgetCore>(WID_ROT_ROAD_X)->widget_data = rti->gui_sprites.build_x_road;
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this->GetWidget<NWidgetCore>(WID_ROT_ROAD_Y)->widget_data = rti->gui_sprites.build_y_road;
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this->GetWidget<NWidgetCore>(WID_ROT_AUTOROAD)->widget_data = rti->gui_sprites.auto_road;
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this->GetWidget<NWidgetCore>(WID_ROT_ROAD_X)->SetSprite(rti->gui_sprites.build_x_road);
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this->GetWidget<NWidgetCore>(WID_ROT_ROAD_Y)->SetSprite(rti->gui_sprites.build_y_road);
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this->GetWidget<NWidgetCore>(WID_ROT_AUTOROAD)->SetSprite(rti->gui_sprites.auto_road);
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if (_game_mode != GM_EDITOR) {
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this->GetWidget<NWidgetCore>(WID_ROT_DEPOT)->widget_data = rti->gui_sprites.build_depot;
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this->GetWidget<NWidgetCore>(WID_ROT_DEPOT)->SetSprite(rti->gui_sprites.build_depot);
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}
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this->GetWidget<NWidgetCore>(WID_ROT_CONVERT_ROAD)->widget_data = rti->gui_sprites.convert_road;
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this->GetWidget<NWidgetCore>(WID_ROT_BUILD_TUNNEL)->widget_data = rti->gui_sprites.build_tunnel;
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this->GetWidget<NWidgetCore>(WID_ROT_CONVERT_ROAD)->SetSprite(rti->gui_sprites.convert_road);
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this->GetWidget<NWidgetCore>(WID_ROT_BUILD_TUNNEL)->SetSprite(rti->gui_sprites.build_tunnel);
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}
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/**
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