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Fix: NewGRF house class mappings were not reset between games. (#11279)
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@ -25,7 +25,7 @@
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#include "safeguards.h"
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static BuildingCounts<uint32_t> _building_counts;
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static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
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static std::array<HouseClassMapping, HOUSE_CLASS_MAX> _class_mapping;
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HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, NUM_HOUSES, INVALID_HOUSE_ID);
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@ -72,6 +72,11 @@ uint32_t HouseResolverObject::GetDebugID() const
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return HouseSpec::Get(this->house_scope.house_id)->grf_prop.local_id;
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}
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void ResetHouseClassIDs()
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{
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_class_mapping = {};
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}
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HouseClassID AllocateHouseClassID(byte grf_class_id, uint32_t grfid)
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{
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/* Start from 1 because 0 means that no class has been assigned. */
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@ -87,6 +87,7 @@ struct HouseClassMapping {
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uint8_t class_id; ///< The class id within the grf file
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};
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void ResetHouseClassIDs();
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HouseClassID AllocateHouseClassID(byte grf_class_id, uint32_t grfid);
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void InitializeBuildingCounts();
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@ -3842,6 +3842,8 @@ HouseSpec _house_specs[NUM_HOUSES];
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void ResetHouses()
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{
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ResetHouseClassIDs();
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auto insert = std::copy(std::begin(_original_house_specs), std::end(_original_house_specs), std::begin(_house_specs));
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std::fill(insert, std::end(_house_specs), HouseSpec{});
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