(svn r14931) -Fix [FS#2512]: the "animation state" of the bubbles was stored in a variable that was not stored in the savegame. Using a variable that gets saved in the savegame solves the desync and makes it a bit clearer.

pull/155/head
rubidium 16 years ago
parent f0033f8003
commit de9413454e

@ -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_type + 1;
anim_state = v->u.effect.animation_state + 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;

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