10#define TILE_SEQ_LINE(img, dx, dy, sx, sy) { dx, dy, 0, sx, sy, 23, {img, PAL_NONE} },
33 { {SPR_FLAT_GRASS_TILE, PAL_NONE}, _depot_gfx_NE },
34 { {SPR_RAIL_TRACK_Y, PAL_NONE}, _depot_gfx_SE },
35 { {SPR_RAIL_TRACK_X, PAL_NONE}, _depot_gfx_SW },
36 { {SPR_FLAT_GRASS_TILE, PAL_NONE}, _depot_gfx_NW },
41 { {SPR_RAIL_TRACK_X, PAL_NONE}, _depot_gfx_NE },
42 { {SPR_RAIL_TRACK_Y, PAL_NONE}, _depot_gfx_SE },
43 { {SPR_RAIL_TRACK_X, PAL_NONE}, _depot_gfx_SW },
44 { {SPR_RAIL_TRACK_Y, PAL_NONE}, _depot_gfx_NW },
EnumIndexArray< T, DiagDirection, DiagDirection::End > DiagDirectionIndexArray
Array with DiagDirection as index.
static constexpr uint8_t PALETTE_MODIFIER_COLOUR
this bit is set when a recolouring process is in action
#define TILE_SEQ_LINE(dx, dy, dz, sx, sy, sz, img)
Constructor macro for an image without a palette in a DrawTileSeqStruct array.
A tile child sprite and palette to draw for stations etc, with 3D bounding box.
static const DiagDirectionIndexArray< DrawTileSpriteSpan > _depot_gfx_table
Sprite layout of a depot for each direction.
static const DiagDirectionIndexArray< DrawTileSpriteSpan > _depot_invisible_gfx_table
Sprite layout of an invisible depot with for each direction.