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@ -7,22 +7,6 @@
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#include "town.h"
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/**
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* Maps a house id stored on the map to a GRF file.
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* House IDs are stored on the map, so there needs to be a way to tie them to
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* GRF files. An array of HouseIDMapping structs is saved with the savegame so
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* that house GRFs can be loaded in a different order, or removed safely. The
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* index in the array is the house ID stored on the map.
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*
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* The substitute ID is the ID of an original house that should be used instead
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* if the GRF containing the new house is not available.
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*/
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struct HouseIDMapping {
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uint32 grfid; ///< The GRF ID of the file this house belongs to
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uint8 house_id; ///< The house ID within the GRF file
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uint8 substitute_id; ///< The (original) house ID to use if this GRF is not available
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};
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/**
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* Makes class IDs unique to each GRF file.
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* Houses can be assigned class IDs which are only comparable within the GRF
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