TBTR: Fix display of vehicle sprites for some NewGRFs, fix issues in large UI modes

Slight code, GUI layout, and savegame format tidying
This commit is contained in:
Jonathan G Rennison
2018-05-13 15:00:26 +01:00
parent 4a9df57665
commit 5877cd0f9b
14 changed files with 116 additions and 102 deletions

View File

@@ -51,6 +51,19 @@ TemplateReplacementPool _template_replacement_pool("TemplateReplacementPool");
INSTANTIATE_POOL_METHODS(TemplateReplacement)
void TemplateVehicleImageDimensions::SetFromTrain(const Train *t)
{
this->reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
this->vehicle_pitch = 0;
this->cached_veh_length = t->gcache.cached_veh_length;
const Engine *e = t->GetEngine();
if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
this->reference_width = e->GetGRF()->traininfo_vehicle_width;
this->vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
}
}
TemplateVehicle::TemplateVehicle(VehicleType ty, EngineID eid, byte subtypeflag, Owner current_owner)
{
this->type = ty;
@@ -62,7 +75,6 @@ TemplateVehicle::TemplateVehicle(VehicleType ty, EngineID eid, byte subtypeflag,
this->first = this;
this->next = 0x0;
this->previous = 0x0;
this->owner_b = _current_company;
this->sprite_seq.Set(SPR_IMG_QUERY);