Merge branch 'master' into jgrpp
# Conflicts: # src/3rdparty/fmt/core.h # src/command_type.h # src/console_cmds.cpp # src/core/overflowsafe_type.hpp # src/landscape.cpp # src/network/network.cpp # src/newgrf_object.h # src/object_cmd.cpp # src/order_gui.cpp # src/saveload/vehicle_sl.cpp # src/script/api/script_industrytype.cpp # src/script/api/script_object.hpp # src/script/api/script_town.cpp # src/table/object_land.h # src/timetable_cmd.cpp # src/tree_cmd.cpp # src/vehicle_gui.cpp # src/window.cpp
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@@ -497,14 +497,16 @@ void AfterLoadVehicles(bool part_of_load)
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v->GetImage(v->direction, EIT_ON_MAP, &v->sprite_seq);
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v->UpdateSpriteSeqBound();
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/* The plane's shadow will have the same image as the plane, but no colour */
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/* The aircraft's shadow will have the same image as the aircraft, but no colour */
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Vehicle *shadow = v->Next();
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if (shadow == nullptr) SlErrorCorrupt("Missing shadow for aircraft");
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shadow->sprite_seq.CopyWithoutPalette(v->sprite_seq);
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shadow->sprite_seq_bounds = v->sprite_seq_bounds;
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/* In the case of a helicopter we will update the rotor sprites */
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if (v->subtype == AIR_HELICOPTER) {
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Vehicle *rotor = shadow->Next();
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if (rotor == nullptr) SlErrorCorrupt("Missing rotor for helicopter");
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GetRotorImage(Aircraft::From(v), EIT_ON_MAP, &rotor->sprite_seq);
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rotor->UpdateSpriteSeqBound();
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}
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