@ -514,7 +514,7 @@ static const BubbleMovement * const _bubble_movement[] = {
static void BubbleTick ( Vehicle * v )
{
uint et ;
uint anim_state ;
v - > progress + + ;
if ( ( v - > progress & 3 ) ! = 0 ) return ;
@ -533,12 +533,12 @@ static void BubbleTick(Vehicle *v)
} else {
v - > spritenum = 6 ;
}
et = 0 ;
anim_state = 0 ;
} else {
et = v - > engine_typ e + 1 ;
anim_state = v - > u . effect . animation_stat e + 1 ;
}
const BubbleMovement * b = & _bubble_movement [ v - > spritenum - 1 ] [ et ] ;
const BubbleMovement * b = & _bubble_movement [ v - > spritenum - 1 ] [ anim_state ] ;
if ( b - > y = = 4 & & b - > x = = 0 ) {
EndVehicleMove ( v ) ;
@ -551,21 +551,21 @@ static void BubbleTick(Vehicle *v)
v - > spritenum = 5 ;
SndPlayVehicleFx ( SND_2F_POP , v ) ;
}
et = 0 ;
anim_state = 0 ;
}
if ( b - > y = = 4 & & b - > x = = 2 ) {
TileIndex tile ;
et + + ;
anim_state + + ;
SndPlayVehicleFx ( SND_31_EXTRACT , v ) ;
tile = TileVirtXY ( v - > x_pos , v - > y_pos ) ;
if ( IsTileType ( tile , MP_INDUSTRY ) & & GetIndustryGfx ( tile ) = = GFX_BUBBLE_CATCHER ) AddAnimatedTile ( tile ) ;
}
v - > engine_type = et ;
b = & _bubble_movement [ v - > spritenum - 1 ] [ et ] ;
v - > u. effect . animation_state = anim_state ;
b = & _bubble_movement [ v - > spritenum - 1 ] [ anim_state ] ;
v - > x_pos + = b - > x ;
v - > y_pos + = b - > y ;