Codechange: Move SpriteGroup cast from callers into Resolve.

This commit is contained in:
frosch
2025-04-28 15:58:35 +02:00
committed by frosch
parent af25eecc15
commit 010b944173
15 changed files with 59 additions and 50 deletions

View File

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