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@ -28,8 +28,8 @@
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*/
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static bool IncrementSprite(EffectVehicle *v, SpriteID last)
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{
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if (v->sprite_seq.seq[0].sprite != last) {
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v->sprite_seq.seq[0].sprite++;
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if (v->sprite_cache.sprite_seq.seq[0].sprite != last) {
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v->sprite_cache.sprite_seq.seq[0].sprite++;
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return true;
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} else {
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return false;
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@ -39,7 +39,7 @@ static bool IncrementSprite(EffectVehicle *v, SpriteID last)
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static void ChimneySmokeInit(EffectVehicle *v)
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{
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uint32 r = Random();
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v->sprite_seq.Set(SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3));
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v->sprite_cache.sprite_seq.Set(SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3));
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v->progress = GB(r, 16, 3);
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}
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@ -55,7 +55,7 @@ static bool ChimneySmokeTick(EffectVehicle *v)
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}
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if (!IncrementSprite(v, SPR_CHIMNEY_SMOKE_7)) {
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v->sprite_seq.Set(SPR_CHIMNEY_SMOKE_0);
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v->sprite_cache.sprite_seq.Set(SPR_CHIMNEY_SMOKE_0);
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}
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v->progress = 7;
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v->UpdatePositionAndViewport();
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@ -66,7 +66,7 @@ static bool ChimneySmokeTick(EffectVehicle *v)
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static void SteamSmokeInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_STEAM_SMOKE_0);
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v->sprite_cache.sprite_seq.Set(SPR_STEAM_SMOKE_0);
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v->progress = 12;
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}
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@ -96,7 +96,7 @@ static bool SteamSmokeTick(EffectVehicle *v)
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static void DieselSmokeInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_DIESEL_SMOKE_0);
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v->sprite_cache.sprite_seq.Set(SPR_DIESEL_SMOKE_0);
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v->progress = 0;
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}
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@ -120,7 +120,7 @@ static bool DieselSmokeTick(EffectVehicle *v)
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static void ElectricSparkInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_ELECTRIC_SPARK_0);
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v->sprite_cache.sprite_seq.Set(SPR_ELECTRIC_SPARK_0);
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v->progress = 1;
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}
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@ -143,7 +143,7 @@ static bool ElectricSparkTick(EffectVehicle *v)
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static void SmokeInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_SMOKE_0);
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v->sprite_cache.sprite_seq.Set(SPR_SMOKE_0);
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v->progress = 12;
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}
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@ -173,7 +173,7 @@ static bool SmokeTick(EffectVehicle *v)
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static void ExplosionLargeInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_EXPLOSION_LARGE_0);
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v->sprite_cache.sprite_seq.Set(SPR_EXPLOSION_LARGE_0);
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v->progress = 0;
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}
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@ -193,7 +193,7 @@ static bool ExplosionLargeTick(EffectVehicle *v)
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static void BreakdownSmokeInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_BREAKDOWN_SMOKE_0);
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v->sprite_cache.sprite_seq.Set(SPR_BREAKDOWN_SMOKE_0);
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v->progress = 0;
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}
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@ -202,7 +202,7 @@ static bool BreakdownSmokeTick(EffectVehicle *v)
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v->progress++;
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if ((v->progress & 7) == 0) {
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if (!IncrementSprite(v, SPR_BREAKDOWN_SMOKE_3)) {
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v->sprite_seq.Set(SPR_BREAKDOWN_SMOKE_0);
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v->sprite_cache.sprite_seq.Set(SPR_BREAKDOWN_SMOKE_0);
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}
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v->UpdatePositionAndViewport();
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}
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@ -218,7 +218,7 @@ static bool BreakdownSmokeTick(EffectVehicle *v)
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static void ExplosionSmallInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_EXPLOSION_SMALL_0);
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v->sprite_cache.sprite_seq.Set(SPR_EXPLOSION_SMALL_0);
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v->progress = 0;
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}
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@ -238,7 +238,7 @@ static bool ExplosionSmallTick(EffectVehicle *v)
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static void BulldozerInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_BULLDOZER_NE);
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v->sprite_cache.sprite_seq.Set(SPR_BULLDOZER_NE);
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v->progress = 0;
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v->animation_state = 0;
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v->animation_substate = 0;
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@ -289,7 +289,7 @@ static bool BulldozerTick(EffectVehicle *v)
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if ((v->progress & 7) == 0) {
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const BulldozerMovement *b = &_bulldozer_movement[v->animation_state];
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v->sprite_seq.Set(SPR_BULLDOZER_NE + b->image);
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v->sprite_cache.sprite_seq.Set(SPR_BULLDOZER_NE + b->image);
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v->x_pos += _inc_by_dir[b->direction].x;
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v->y_pos += _inc_by_dir[b->direction].y;
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@ -311,7 +311,7 @@ static bool BulldozerTick(EffectVehicle *v)
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static void BubbleInit(EffectVehicle *v)
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{
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v->sprite_seq.Set(SPR_BUBBLE_GENERATE_0);
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v->sprite_cache.sprite_seq.Set(SPR_BUBBLE_GENERATE_0);
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v->spritenum = 0;
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v->progress = 0;
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}
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@ -474,8 +474,8 @@ static bool BubbleTick(EffectVehicle *v)
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if ((v->progress & 3) != 0) return true;
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if (v->spritenum == 0) {
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v->sprite_seq.seq[0].sprite++;
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if (v->sprite_seq.seq[0].sprite < SPR_BUBBLE_GENERATE_3) {
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v->sprite_cache.sprite_seq.seq[0].sprite++;
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if (v->sprite_cache.sprite_seq.seq[0].sprite < SPR_BUBBLE_GENERATE_3) {
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v->UpdatePositionAndViewport();
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return true;
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}
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@ -520,7 +520,7 @@ static bool BubbleTick(EffectVehicle *v)
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v->x_pos += b->x;
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v->y_pos += b->y;
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v->z_pos += b->z;
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v->sprite_seq.Set(SPR_BUBBLE_0 + b->image);
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v->sprite_cache.sprite_seq.Set(SPR_BUBBLE_0 + b->image);
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v->UpdatePositionAndViewport();
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