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@ -124,6 +124,13 @@ struct VehicleCache {
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byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
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};
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/** Values for controlling how a vehicle's sprites are refreshed */
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struct VehicleSpriteRefreshState {
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Direction last_direction; ///< Last direction we obtained sprites for
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bool is_viewport_candidate; ///< The vehicle has been in the hash for a shown viewport recently
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bool sprite_has_viewport_changes; ///< There have been viewport changes since the sprite was last updated
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};
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/** Sprite sequence for a vehicle part. */
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struct VehicleSpriteSeq {
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PalSpriteID seq[4];
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@ -327,6 +334,8 @@ public:
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NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
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VehicleCache vcache; ///< Cache of often used vehicle values.
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VehicleSpriteRefreshState rstate; ///< Values relating to whether sprites should be refreshed, see #VehicleSpriteRefreshState
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Vehicle(VehicleType type = VEH_INVALID);
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void PreDestructor();
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@ -1169,16 +1178,42 @@ struct SpecializedVehicle : public Vehicle {
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*/
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inline void UpdateViewport(bool force_update, bool update_delta)
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{
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bool sprite_has_changed = false;
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/* Skip updating sprites on dedicated servers without screen */
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if (_network_dedicated) return;
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/* Explicitly choose method to call to prevent vtable dereference -
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* it gives ~3% runtime improvements in games with many vehicles */
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if (update_delta) ((T *)this)->T::UpdateDeltaXY();
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VehicleSpriteSeq seq;
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((T *)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
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if (force_update || this->sprite_seq != seq) {
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this->sprite_seq = seq;
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/*
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* Only check for a new sprite sequence if the vehicle direction
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* has changed since we last checked it, assuming that otherwise
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* there won't be enough change in bounding box or offsets to need
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* to resolve a new sprite.
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*/
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if (this->direction != this->rstate.last_direction || this->rstate.is_viewport_candidate) {
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VehicleSpriteSeq seq;
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((T*)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
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if (this->sprite_seq != seq) {
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sprite_has_changed = true;
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this->sprite_seq = seq;
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}
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this->rstate.last_direction = this->direction;
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this->rstate.is_viewport_candidate = false;
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this->rstate.sprite_has_viewport_changes = false;
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} else {
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/*
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* Changes could still be relevant when we render the vehicle even if
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* they don't alter the bounding box
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*/
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this->rstate.sprite_has_viewport_changes = true;
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}
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if (force_update || sprite_has_changed) {
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this->Vehicle::UpdateViewport(true);
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}
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}
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