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(svn r11413) -Fix [FS#1405]: don't use cached override spriteset for callbacks
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@ -843,11 +843,12 @@ static inline void NewVehicleResolver(ResolverObject *res, EngineID engine_type,
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/** Retrieve the SpriteGroup for the specified vehicle.
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* If the vehicle is not specified, the purchase list group for the engine is
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* chosen. For trains, an additional engine override lookup is performed.
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* @param engine Engine type of the vehicle.
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* @param v The vehicle itself.
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* @returns The selected SpriteGroup for the vehicle.
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* @param engine Engine type of the vehicle.
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* @param v The vehicle itself.
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* @param use_cache Use cached override
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* @returns The selected SpriteGroup for the vehicle.
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*/
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static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
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static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v, bool use_cache = true)
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{
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const SpriteGroup *group;
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CargoID cargo;
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@ -858,7 +859,10 @@ static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *
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cargo = v->cargo_type;
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if (v->type == VEH_TRAIN) {
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group = v->u.rail.cached_override;
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/* We always use cached value, except for callbacks because the override spriteset
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* to use may be different than the one cached. It happens for callback 0x15 (refit engine),
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* as v->cargo_type is temporary changed to the new type */
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group = use_cache ? v->u.rail.cached_override : GetWagonOverrideSpriteSet(v->engine_type, v->cargo_type, v->u.rail.first_engine);
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if (group != NULL) return group;
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}
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}
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@ -942,7 +946,7 @@ uint16 GetVehicleCallback(CallbackID callback, uint32 param1, uint32 param2, Eng
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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group = Resolve(GetVehicleSpriteGroup(engine, v), &object);
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group = Resolve(GetVehicleSpriteGroup(engine, v, false), &object);
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if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
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return group->g.callback.result;
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@ -971,7 +975,7 @@ uint16 GetVehicleCallbackParent(CallbackID callback, uint32 param1, uint32 param
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object.u.vehicle.parent = parent;
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group = Resolve(GetVehicleSpriteGroup(engine, v), &object);
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group = Resolve(GetVehicleSpriteGroup(engine, v, false), &object);
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if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
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return group->g.callback.result;
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