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authorpeter1138 <peter1138@openttd.org>2007-01-14 19:57:49 +0000
committerpeter1138 <peter1138@openttd.org>2007-01-14 19:57:49 +0000
commitca9843424be6008d9b8019423f2ead65fdb75fe2 (patch)
treec62990da208a45b3bd1c7379a1835190458d5a49 /src/genworld.cpp
parentc04c2b28245770aa7729b818fb876cd23c880620 (diff)
downloadopenttd-ca9843424be6008d9b8019423f2ead65fdb75fe2.tar.xz
(svn r8128) -Codechange: Split sprite and palette remap into separate 32 bit values.
This lets us increase the sprite width from 14 to up to 29 bits, effectively nulling the old sprite limit. Table changes in next commit.
Diffstat (limited to 'src/genworld.cpp')
-rw-r--r--src/genworld.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/genworld.cpp b/src/genworld.cpp
index eef47eaed..f67fc2a4f 100644
--- a/src/genworld.cpp
+++ b/src/genworld.cpp
@@ -84,7 +84,7 @@ static void *_GenerateWorld(void *arg)
if (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom();
_random_seeds[0][0] = _random_seeds[0][1] = _patches.generation_seed;
SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
- SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 0);
+ SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, 0, 0, 0);
IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
// Must start economy early because of the costs.
@@ -140,7 +140,7 @@ static void *_GenerateWorld(void *arg)
if (_gw.proc != NULL) _gw.proc();
IncreaseGeneratingWorldProgress(GWP_GAME_START);
- if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
+ if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
/* Show all vital windows again, because we have hidden them */
if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
_gw.active = false;
@@ -213,7 +213,7 @@ void HandleGeneratingWorldAbortion(void)
if (_gw.abortp != NULL) _gw.abortp();
- if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
+ if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
/* Show all vital windows again, because we have hidden them */
if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
_gw.active = false;