Codechange: Move SpriteGroup cast from callers into Resolve.
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@@ -1101,7 +1101,7 @@ static void GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction d
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for (uint stack = 0; stack < max_stack; ++stack) {
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object.ResetState();
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object.callback_param1 = image_type | (stack << 8);
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const SpriteGroup *group = object.Resolve();
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const auto *group = object.Resolve<ResultSpriteGroup>();
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uint32_t reg100 = sprite_stack ? GetRegister(0x100) : 0;
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if (group != nullptr && group->GetNumResults() != 0) {
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result->seq[result->count].sprite = group->GetResult() + (direction % group->GetNumResults());
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@@ -1144,7 +1144,7 @@ static void GetRotorOverrideSprite(EngineID engine, const struct Aircraft *v, En
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for (uint stack = 0; stack < max_stack; ++stack) {
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object.ResetState();
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object.callback_param1 = image_type | (stack << 8);
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const SpriteGroup *group = object.Resolve();
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const auto *group = object.Resolve<ResultSpriteGroup>();
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uint32_t reg100 = sprite_stack ? GetRegister(0x100) : 0;
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if (group != nullptr && group->GetNumResults() != 0) {
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result->seq[result->count].sprite = group->GetResult() + (rotor_pos % group->GetNumResults());
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