Codechange: Use ZOOM_LVL_MIN to refer to first zoom level.
Many uses of ZOOM_LVL_NORMAL actually just want the first zoom level slot, so use ZOOM_LVL_MIN to make this clearer.
This commit is contained in:
committed by
Peter Nelson
parent
7c322ebcf1
commit
3c94e81665
@@ -230,7 +230,7 @@ uint8_t LoadSpriteV1(SpriteLoader::SpriteCollection &sprite, SpriteFile &file, s
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/* Type 0xFF indicates either a colourmap or some other non-sprite info; we do not handle them here */
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if (type == 0xFF) return 0;
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ZoomLevel zoom_lvl = (sprite_type != SpriteType::MapGen) ? ZOOM_LVL_OUT_4X : ZOOM_LVL_NORMAL;
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ZoomLevel zoom_lvl = (sprite_type != SpriteType::MapGen) ? ZOOM_LVL_OUT_4X : ZOOM_LVL_MIN;
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sprite[zoom_lvl].height = file.ReadByte();
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sprite[zoom_lvl].width = file.ReadWord();
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@@ -299,7 +299,7 @@ uint8_t LoadSpriteV2(SpriteLoader::SpriteCollection &sprite, SpriteFile &file, s
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}
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if (is_wanted_colour_depth && is_wanted_zoom_lvl) {
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ZoomLevel zoom_lvl = (sprite_type != SpriteType::MapGen) ? zoom_lvl_map[zoom] : ZOOM_LVL_NORMAL;
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ZoomLevel zoom_lvl = (sprite_type != SpriteType::MapGen) ? zoom_lvl_map[zoom] : ZOOM_LVL_MIN;
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if (HasBit(loaded_sprites, zoom_lvl)) {
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/* We already have this zoom level, skip sprite. */
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