mirror of https://github.com/OpenTTD/OpenTTD.git
(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.
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@ -514,7 +514,7 @@ static const BubbleMovement * const _bubble_movement[] = {
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static void BubbleTick(Vehicle *v)
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{
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uint et;
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uint anim_state;
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v->progress++;
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if ((v->progress & 3) != 0) return;
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@ -533,12 +533,12 @@ static void BubbleTick(Vehicle *v)
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} else {
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v->spritenum = 6;
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}
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et = 0;
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anim_state = 0;
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} else {
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et = v->engine_type + 1;
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anim_state = v->u.effect.animation_state + 1;
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}
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const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][et];
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const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][anim_state];
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if (b->y == 4 && b->x == 0) {
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EndVehicleMove(v);
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@ -551,21 +551,21 @@ static void BubbleTick(Vehicle *v)
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v->spritenum = 5;
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SndPlayVehicleFx(SND_2F_POP, v);
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}
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et = 0;
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anim_state = 0;
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}
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if (b->y == 4 && b->x == 2) {
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TileIndex tile;
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et++;
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anim_state++;
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SndPlayVehicleFx(SND_31_EXTRACT, v);
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tile = TileVirtXY(v->x_pos, v->y_pos);
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if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == GFX_BUBBLE_CATCHER) AddAnimatedTile(tile);
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}
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v->engine_type = et;
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b = &_bubble_movement[v->spritenum - 1][et];
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v->u.effect.animation_state = anim_state;
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b = &_bubble_movement[v->spritenum - 1][anim_state];
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v->x_pos += b->x;
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v->y_pos += b->y;
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