# HG changeset patch # User glx # Date 2007-06-08 16:53:21 # Node ID 4f15776422d8aa880f93323331722240e42df96d # Parent 73309a2be0fba4e20e5277459b5eaec1a48a25f9 (svn r10065) -Cleanup (r9850): remove now unneeded stuff diff --git a/src/newgrf_house.h b/src/newgrf_house.h --- a/src/newgrf_house.h +++ b/src/newgrf_house.h @@ -8,22 +8,6 @@ #include "town.h" /** - * Maps a house id stored on the map to a GRF file. - * House IDs are stored on the map, so there needs to be a way to tie them to - * GRF files. An array of HouseIDMapping structs is saved with the savegame so - * that house GRFs can be loaded in a different order, or removed safely. The - * index in the array is the house ID stored on the map. - * - * The substitute ID is the ID of an original house that should be used instead - * if the GRF containing the new house is not available. - */ -struct HouseIDMapping { - uint32 grfid; ///< The GRF ID of the file this house belongs to - uint8 house_id; ///< The house ID within the GRF file - uint8 substitute_id; ///< The (original) house ID to use if this GRF is not available -}; - -/** * Makes class IDs unique to each GRF file. * Houses can be assigned class IDs which are only comparable within the GRF * file they were defined in. This mapping ensures that if two houses have the