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