(svn r13677) -Fix [FS#2102]: in the case that elrails and 'realistic' acceleration are disabled all electrified engines would have no power on load, until the vehicle got turned around, loaded or got into a depot.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 16 years ago
parent 0cc206e662
commit 22249a7317

@ -1382,6 +1382,16 @@ bool AfterLoadGame()
/* reinit the landscape variables (landscape might have changed) */
InitializeLandscapeVariables(true);
/* from version 38 we have optional elrails, since we cannot know the
* preference of a user, let elrails enabled; it can be disabled manually */
if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
/* Do the same as when elrails were enabled/disabled manually just now.
* This needs to be done before AfterLoadVehicles because that relies on
* the compatible railtypes and such to be correct. */
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
InitializeRailGUI();
/* Update all vehicles */
AfterLoadVehicles(true);
@ -1953,13 +1963,6 @@ bool AfterLoadGame()
}
}
/* from version 38 we have optional elrails, since we cannot know the
* preference of a user, let elrails enabled; it can be disabled manually */
if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
/* do the same as when elrails were enabled/disabled manually just now */
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
InitializeRailGUI();
/* From version 53, the map array was changed for house tiles to allow
* space for newhouses grf features. A new byte, m7, was also added. */
if (CheckSavegameVersion(53)) {

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