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Codechange: Move SpriteGroup cast from callers into Resolve.
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@@ -640,7 +640,7 @@ StationResolverObject::StationResolverObject(const StationSpec *statspec, BaseSt
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SpriteID GetCustomStationRelocation(const StationSpec *statspec, BaseStation *st, TileIndex tile, uint32_t var10)
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{
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StationResolverObject object(statspec, st, tile, CBID_NO_CALLBACK, var10);
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const SpriteGroup *group = object.Resolve();
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const auto *group = object.Resolve<ResultSpriteGroup>();
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if (group == nullptr || group->GetNumResults() == 0) return 0;
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return group->GetResult() - SPR_RAIL_PLATFORM_Y_FRONT;
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}
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@@ -659,7 +659,7 @@ SpriteID GetCustomStationFoundationRelocation(const StationSpec *statspec, BaseS
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/* callback_param1 == 2 means we are resolving the foundation sprites. */
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StationResolverObject object(statspec, st, tile, CBID_NO_CALLBACK, 2, layout | (edge_info << 16));
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const SpriteGroup *group = object.Resolve();
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const auto *group = object.Resolve<ResultSpriteGroup>();
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/* Note: SpriteGroup::Resolve zeroes all registers, so register 0x100 is initialised to 0. (compatibility) */
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auto offset = GetRegister(0x100);
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if (group == nullptr || group->GetNumResults() <= offset) return 0;
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