TBTR: Savegame and API changes to support multiple sprites per vehicle.
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@@ -38,7 +38,9 @@ const SaveLoad* GTD() {
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SLE_VAR(TemplateVehicle, max_te, SLE_UINT32),
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SLE_VAR(TemplateVehicle, spritenum, SLE_UINT8),
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SLE_VAR(TemplateVehicle, cur_image, SLE_UINT32),
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SLE_CONDVAR_X(TemplateVehicle, sprite_seq.seq[0].sprite, SLE_UINT32, 0, SL_MAX_VERSION, SlXvFeatureTest(XSLFTO_AND, XSLFI_TEMPLATE_REPLACEMENT, 0, 1)),
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SLE_CONDVAR_X(TemplateVehicle, sprite_seq.count, SLE_UINT32, 0, SL_MAX_VERSION, SlXvFeatureTest(XSLFTO_AND, XSLFI_TEMPLATE_REPLACEMENT, 2)),
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SLE_CONDARR_X(TemplateVehicle, sprite_seq.seq, SLE_UINT32, 8, 0, SL_MAX_VERSION, SlXvFeatureTest(XSLFTO_AND, XSLFI_TEMPLATE_REPLACEMENT, 2)),
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SLE_VAR(TemplateVehicle, image_width, SLE_UINT32),
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SLE_END()
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@@ -123,7 +125,7 @@ void AfterLoadTemplateVehiclesUpdateImage()
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Train *v = t;
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for (TemplateVehicle *u = tv; u != NULL; u = u->Next(), v = v->Next()) {
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u->spritenum = v->spritenum;
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u->cur_image = v->GetImage(DIR_W, EIT_PURCHASE);
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v->GetImage(DIR_W, EIT_PURCHASE, &u->sprite_seq);
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u->image_width = v->GetDisplayImageWidth();
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}
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}
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