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@@ -1283,19 +1283,19 @@ bool AfterLoadGame()
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if (IsTileType(t, MP_INDUSTRY)) {
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switch (GetIndustryGfx(t)) {
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case GFX_POWERPLANT_SPARKS:
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SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5));
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_m[t].m3 = GB(_m[t].m1, 2, 5);
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break;
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case GFX_OILWELL_ANIMATED_1:
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case GFX_OILWELL_ANIMATED_2:
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case GFX_OILWELL_ANIMATED_3:
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SetIndustryAnimationState(t, GB(_m[t].m1, 0, 2));
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_m[t].m3 = GB(_m[t].m1, 0, 2);
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break;
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case GFX_COAL_MINE_TOWER_ANIMATED:
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case GFX_COPPER_MINE_TOWER_ANIMATED:
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case GFX_GOLD_MINE_TOWER_ANIMATED:
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SetIndustryAnimationState(t, _m[t].m1);
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_m[t].m3 = _m[t].m1;
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break;
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default: // No animation states to change
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@@ -1684,7 +1684,8 @@ bool AfterLoadGame()
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/* Increase HouseAnimationFrame from 5 to 7 bits */
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) {
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SetHouseAnimationFrame(t, GB(_m[t].m6, 3, 5));
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SB(_m[t].m6, 2, 6, GB(_m[t].m6, 3, 5));
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SB(_m[t].m3, 5, 1, 0);
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}
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}
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}
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@@ -2249,6 +2250,38 @@ bool AfterLoadGame()
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}
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}
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/* Move the animation frame to the same location (m7) for all objects. */
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if (CheckSavegameVersion(147)) {
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for (TileIndex t = 0; t < map_size; t++) {
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switch (GetTileType(t)) {
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case MP_HOUSE:
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if (GetHouseType(t) >= NEW_HOUSE_OFFSET) {
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uint per_proc = _me[t].m7;
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_me[t].m7 = GB(_m[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6);
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SB(_m[t].m3, 5, 1, 0);
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SB(_m[t].m6, 2, 6, min(per_proc, 63));
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}
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break;
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case MP_INDUSTRY: {
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uint rand = _me[t].m7;
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_me[t].m7 = _m[t].m3;
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_m[t].m3 = rand;
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break;
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}
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case MP_OBJECT:
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_me[t].m7 = _m[t].m3;
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_m[t].m3 = 0;
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break;
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default:
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/* For stations/airports it's already at m7 */
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break;
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}
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}
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}
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/* Road stops is 'only' updating some caches */
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AfterLoadRoadStops();
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AfterLoadLabelMaps();
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