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(svn r2574) Fix: AnimatedTile leak in town_cmd.c (this one has probably been here since day 1)
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town_cmd.c
15
town_cmd.c
@ -71,14 +71,14 @@ typedef struct DrawTownTileStruct {
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#include "table/town_land.h"
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static void TownDrawTileProc1(TileInfo *ti)
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static void TownDrawHouseLift(TileInfo *ti)
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{
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AddChildSpriteScreen(0x5A3, 0xE, 0x3C - (_m[ti->tile].owner&0x7F));
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}
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typedef void TownDrawTileProc(TileInfo *ti);
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static TownDrawTileProc * const _town_draw_tile_procs[1] = {
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TownDrawTileProc1
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TownDrawHouseLift
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};
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@ -159,7 +159,14 @@ static void AnimateTile_Town(TileIndex tile)
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if (_tick_counter & 3)
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return;
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assert(_m[tile].m4 == 4 || _m[tile].m4 == 5);
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// If the house is not one with a lift anymore, then stop this animating.
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// Not exactly sure when this happens, but probably when a house changes.
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// Before this was just a return...so it'd leak animated tiles..
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// That bug seems to have been here since day 1??
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if (!(_housetype_extra_flags[_m[tile].m4] & 0x20)) {
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DeleteAnimatedTile(tile);
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return;
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}
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if (!((old=_m[tile].owner)&0x80)) {
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_m[tile].owner |= 0x80;
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@ -2085,5 +2092,3 @@ void AfterLoadTown(void)
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const ChunkHandler _town_chunk_handlers[] = {
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{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
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};
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