spriteset(wind_powerplant_set, "src/gfx/windfarm.png") { tmpl_wind_powerplant( 10, 10) tmpl_wind_powerplant(110, 10) tmpl_wind_powerplant(210, 10) tmpl_wind_powerplant(310, 10) tmpl_wind_powerplant(410, 10) tmpl_wind_powerplant(510, 10) tmpl_wind_powerplant(610, 10) tmpl_wind_powerplant(710, 10) tmpl_wind_powerplant( 10, 160) tmpl_wind_powerplant(110, 160) tmpl_wind_powerplant(210, 160) tmpl_wind_powerplant(310, 160) tmpl_wind_powerplant(410, 160) tmpl_wind_powerplant(510, 160) tmpl_wind_powerplant(610, 160) [ 10+19, 10, 53, 113, -26, -96, "src/gfx/windfarm_ground.png"] // muddy base on ground [110+19, 10, 53, 113, -26, -96, "src/gfx/windfarm_ground.png"] // swell on sea water } spritelayout powerplant_station_layout { ground { sprite: [GROUND_RAIL_X, GROUND_RAIL_Y]; } building { sprite: [wind_powerplant_set(14), wind_powerplant_set(15)]; recolour_mode: RECOLOUR_REMAP; palette: PALETTE_USE_DEFAULT; xextent: 16; yextent: 16; zextent: 96; } building { sprite: [wind_powerplant_set(anim_stage*2), wind_powerplant_set(anim_stage*2 + 1)]; hide_sprite: 0; recolour_mode: RECOLOUR_REMAP; palette: PALETTE_USE_DEFAULT; xextent: 16; yextent: 16; zextent: 24; } }