@@ -161,25 +161,25 @@ struct NewGRFSpriteLayout : ZeroedMemory
* Returns the result spritelayout after preprocessing.
* @pre #PrepareLayout() and #ProcessRegisters() need calling first.
* @return result spritelayout
*/
const DrawTileSeqStruct *GetLayout(PalSpriteID *ground) const
{
DrawTileSeqStruct *front = result_seq.data();
*ground = front->image;
return front + 1;
}
private:
static SmallVector<DrawTileSeqStruct, 8> result_seq; ///< Temporary storage when preprocessing spritelayouts.
static std::vector<DrawTileSeqStruct> result_seq; ///< Temporary storage when preprocessing spritelayouts.
};
/**
* Maps an entity id stored on the map to a GRF file.
* Entities are objects used ingame (houses, industries, industry tiles) for
* which we need to correlate the ids from the grf files with the ones in the
* the savegames themselves.
* An array of EntityIDMapping structs is saved with the savegame so
* that those GRFs can be loaded in a different order, or removed safely. The
* index in the array is the entity's ID stored on the map.
*
* The substitute ID is the ID of an original entity that should be used instead