mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r11412) -Fix (r11403): animation was not turned on properly.
-Fix (r11410): wrong assumption about random reseeds made the whole thing reseed way too often, making the animation look very ugly.
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9758a76512
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@ -1437,8 +1437,9 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
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i->owner = owner;
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r = Random();
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i->random_color = GB(r, 8, 4);
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i->counter = GB(r, 0, 12);
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i->random_color = GB(r, 0, 4);
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i->counter = GB(r, 4, 12);
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i->random = GB(r, 16, 16);
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i->produced_cargo_waiting[0] = 0;
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i->produced_cargo_waiting[1] = 0;
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i->incoming_cargo_waiting[0] = 0;
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@ -1512,7 +1513,8 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
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if (_generating_world) {
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SetIndustryConstructionCounter(cur_tile, 3);
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SetIndustryConstructionStage(cur_tile, 2);
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} else if (it->gfx >= NEW_INDUSTRYTILEOFFSET) {
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}
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if (it->gfx >= NEW_INDUSTRYTILEOFFSET) {
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/* New industry */
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const IndustryTileSpec *its = GetIndustryTileSpec(it->gfx);
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if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
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@ -169,6 +169,7 @@ static inline void MakeIndustry(TileIndex t, IndustryID index, IndustryGfx gfx)
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_m[t].m3 = 0;
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_m[t].m4 = 0;
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SetIndustryGfx(t, gfx);
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_me[t].m7 = Random();
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}
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/**
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@ -252,7 +252,7 @@ static inline const SpriteGroup *ResolveRandom(const SpriteGroup *group, Resolve
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/* Handle triggers */
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/* Magic code that may or may not do the right things... */
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byte waiting_triggers = object->GetTriggers(object);
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byte match = group->g.random.triggers & (waiting_triggers | object->trigger) || group->g.random.triggers == 0;
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byte match = group->g.random.triggers & (waiting_triggers | object->trigger);
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bool res;
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res = (group->g.random.cmp_mode == RSG_CMP_ANY) ?
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