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  1. spriteset(VEH_ID(slice_set), SPRITE_FILE(_8bpp_normal.png)) {
  2. #if SLICE == -1
  3.     view_normal(16, 0, 0, 4,
  4. #elif SLICE == 0
  5.     view_normal(16, 0, 4, 12,
  6. #else
  7.     view_normal(16, 0, 12, 16,
  8. #endif
  9.         0, 0, 0, 0, 0, 0, 0, 0,
  10.         0, 0, 0, 0, 0, 0, 0, 0,
  11.     )
  12. }
  13. //alternative_sprites(VEH_ID(slice_set), ZOOM_LEVEL_NORMAL, SPRITE_FILE(32bpp_z2.png)) {
  14. //#if SLICE == -1
  15. //  view_normal(16, 0, 0, 4,
  16. //#elif SLICE == 0
  17. //  view_normal(16, 0, 4, 12,
  18. //#else
  19. //  view_normal(16, 0, 12, 16,
  20. //#endif
  21. //      0, 0, 0, 0, 0, 0, 0, 0,
  22. //      0, 0, 0, 0, 0, 0, 0, 0,
  23. //  )
  24. //}
  25. spritegroup VEH_ID(slice_group) {
  26.     loading: VEH_ID(slice_set);
  27.     loaded: VEH_ID(slice_set);
  28. }
  29. spriteset(VEH_ID(gui_set), SPRITE_FILE(_8bpp_normal.png)) {
  30. #if SLICE == -1
  31.     view_normal(16, 0, 0, 16,
  32. #elif SLICE == 0
  33.     view_normal(16, 4, 0, 16,
  34. #else
  35.     view_normal(16,12, 0, 16,
  36. #endif
  37.         0, 0, 0, 0, 0, 0, 0, 0,
  38.         0, 0, 0, 0, 0, 0, 0, 0,
  39.     )
  40. }
  41.  
  42. //alternative_sprites(VEH_ID(gui_set), ZOOM_LEVEL_NORMAL, 32BPP_FILENAME) {
  43. //#if SLICE == -1
  44. //  view_normal(16, 0, 0, 16,
  45. //#elif SLICE == 0
  46. //  view_normal(16, 4, 0, 16,
  47. //#else
  48. //  view_normal(16,12, 0, 16,
  49. //#endif
  50. //      0, 0, 0, 0, 0, 0, 0, 0,
  51. //      0, 0, 0, 0, 0, 0, 0, 0,
  52. //  )
  53. //}
  54. spritegroup VEH_ID(gui_group) {
  55.     loading: VEH_ID(gui_set);
  56.     loaded: VEH_ID(gui_set);
  57. }
  58. #if SLICE == 0
  59. spriteset(VEH_ID(set), SPRITE_FILE(_8bpp_normal.png)) {
  60.     view_normal(16, 4, 0, 16,
  61.         0, 0, 0, 0, 0, 0, 0, 0,
  62.         0, 0, 0, 0, 0, 0, 0, 0,
  63.     )
  64. }
  65. //alternative_sprites(VEH_ID(set), ZOOM_LEVEL_NORMAL, 32BPP_FILENAME) {
  66. //  view_normal(16, 4, 0, 16,
  67. //      0, 0, 0, 0, 0, 0, 0, 0,
  68. //      0, 0, 0, 0, 0, 0, 0, 0,
  69. //  )
  70. //}
  71. spritegroup VEH_ID(group) {
  72.     loading: VEH_ID(set);
  73.     loaded: VEH_ID(set);
  74. }
  75. spriteset(VEH_ID(1_set_12), SPRITE_FILE(_8bpp_normal.png)) {
  76.     view_left_2(16, 4, 0, 16,
  77.         0, 0, 0, 0, 0, 0, 0, 0,
  78.         0, 0, 0, 0, 0, 0, 0, 0,
  79.     )
  80. }
  81. //alternative_sprites(VEH_ID(1_set_12), ZOOM_LEVEL_NORMAL, 32BPP_FILENAME) {
  82. //  view_left_2(16, 4, 0, 16,
  83. //      0, 0, 0, 0, 0, 0, 0, 0,
  84. //      0, 0, 0, 0, 0, 0, 0, 0,
  85. //  )
  86. //}
  87. spritegroup VEH_ID(1_group) {
  88.     loading: VEH_ID(1_set_12);
  89.     loaded: VEH_ID(1_set_12);
  90. }
  91. spriteset(VEH_ID(2_set_12), SPRITE_FILE(_8bpp_normal.png)) {
  92.     view_left_1(16, 4, 0, 16,
  93.         0, 0, 0, 0, 0, 0, 0, 0,
  94.         0, 0, 0, 0, 0, 0, 0, 0,
  95.     )
  96. }
  97. //alternative_sprites(VEH_ID(2_set_12), ZOOM_LEVEL_NORMAL, 32BPP_FILENAME) {
  98. //  view_left_1(16, 4, 0, 16,
  99. //      0, 0, 0, 0, 0, 0, 0, 0,
  100. //      0, 0, 0, 0, 0, 0, 0, 0,
  101. //  )
  102. //}
  103. spritegroup VEH_ID(2_group) {
  104.     loading: VEH_ID(2_set_12);
  105.     loaded: VEH_ID(2_set_12);
  106. }
  107. spriteset(VEH_ID(3_set_12), SPRITE_FILE(_8bpp_normal.png)) {
  108.     view_right_2(16, 4, 0, 16,
  109.         0, 0, 0, 0, 0, 0, 0, 0,
  110.         0, 0, 0, 0, 0, 0, 0, 0,
  111.     )
  112. }
  113. //alternative_sprites(VEH_ID(3_set_12), ZOOM_LEVEL_NORMAL, 32BPP_FILENAME) {
  114. //  view_right_2(16, 4, 0, 16,
  115. //      0, 0, 0, 0, 0, 0, 0, 0,
  116. //      0, 0, 0, 0, 0, 0, 0, 0,
  117. //  )
  118. //}
  119. spritegroup VEH_ID(3_group) {
  120.     loading: VEH_ID(3_set_12);
  121.     loaded: VEH_ID(3_set_12);
  122. }
  123. spriteset(VEH_ID(4_set_12), SPRITE_FILE(_8bpp_normal.png)) {
  124.     view_right_1(16, 4, 0, 16,
  125.         0, 0, 0, 0, 0, 0, 0, 1,
  126.         0, 0, 0, 0, 0, 0, 0, 0,
  127.     )
  128. }
  129. //alternative_sprites(VEH_ID(4_set_12), ZOOM_LEVEL_NORMAL, 32BPP_FILENAME) {
  130. //  view_right_1(16, 4, 0, 16,
  131. //      0, 0, 0, 0, 0, 0, 0, 1,
  132. //      0, 0, 0, 0, 0, 0, 0, 0,
  133. //  )
  134. //}
  135. spritegroup VEH_ID(4_group) {
  136.     loading: VEH_ID(4_set_12);
  137.     loaded: VEH_ID(4_set_12);
  138. }
  139. #endif
  140.  
  141. switch(FEAT_TRAINS, SELF, VEH_ID(height_switch), ((var[0x62, 24, 0x000000FF, -1 - (SLICE)] - var[0x62, 24, 0x000000FF, -0 - (SLICE)]) & 0xFF) << 8 | ((var[0x62, 24, 0x000000FF, -0 - (SLICE)] - var[0x62, 24, 0x000000FF, 1 - (SLICE)]) & 0xFF)) {
  142.     0 : VEH_ID(slice_group);
  143. #if SLICE == 0
  144.     VEH_ID(group);
  145. #else
  146.     inv_dummy_group;
  147. #endif
  148. }
  149.  
  150. switch(FEAT_TRAINS, SELF, VEH_ID(direction_switch), ((var[0x62, 0, 0x0000000F, -1 - (SLICE)] - var[0x62, 0, 0x0000000F, -0 - (SLICE)]) & 0xF) << 8 | ((var[0x62, 0, 0x0000000F, -0 - (SLICE)] - var[0x62, 0, 0x0000000F, 1 - (SLICE)]) & 0xF)) {
  151. #if SLICE == 0
  152.     0x00000000: VEH_ID(height_switch);
  153.     0x00000001: VEH_ID(1_group);
  154.     0x00000F00: VEH_ID(2_group);
  155.     0x0000000F: VEH_ID(3_group);
  156.     0x00000100: VEH_ID(4_group);
  157.     VEH_ID(group);
  158. #else
  159.     0x00000000: VEH_ID(height_switch);
  160.     inv_dummy_group;
  161. #endif
  162. }
  163.  
  164. switch(FEAT_TRAINS, SELF, VEH_ID(gfx_switch), extra_callback_info1 & 0xFF) {
  165.     0 : VEH_ID(direction_switch);
  166.     VEH_ID(gui_group);
  167. }

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