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@ -188,7 +188,7 @@ uint16 IndustryOverrideManager::AddEntityID(byte grf_local_id, uint32 grfid, byt
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* checking what is available
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* @param inds Industryspec that comes from the grf decoding process
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*/
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void IndustryOverrideManager::SetEntitySpec(const IndustrySpec *inds)
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void IndustryOverrideManager::SetEntitySpec(IndustrySpec *inds)
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{
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/* First step : We need to find if this industry is already specified in the savegame data */
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IndustryType ind_id = this->GetID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid);
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@ -206,6 +206,7 @@ void IndustryOverrideManager::SetEntitySpec(const IndustrySpec *inds)
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* Or it is a simple substitute.
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* In both case, we need to find a free available slot */
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ind_id = this->AddEntityID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid, inds->grf_prop.subst_id);
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inds->grf_prop.override = invalid_ID; // make sure it will not be detected as overriden
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}
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}
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