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@ -3609,23 +3609,25 @@ return_to_loop:;
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static void AiStateRemoveStation(Player *p)
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{
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// Remove stations that aren't in use by any vehicle
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byte in_use[256], *used;
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byte *in_use;
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const byte *used;
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const Order *ord;
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Station *st;
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uint tile;
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const Station *st;
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TileIndex tile;
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// Go to this state when we're done.
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p->ai.state = AIS_1;
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// Get a list of all stations that are in use by a vehicle
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memset(in_use, 0, sizeof(in_use));
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in_use = malloc(GetStationPoolSize());
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memset(in_use, 0, GetStationPoolSize());
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FOR_ALL_ORDERS(ord) {
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if (ord->type == OT_GOTO_STATION)
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in_use[ord->station] = 1;
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}
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// Go through all stations and delete those that aren't in use
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used=in_use;
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used = in_use;
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FOR_ALL_STATIONS(st) {
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if (st->xy != 0 && st->owner == _current_player && !*used &&
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( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) ||
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@ -3638,6 +3640,7 @@ static void AiStateRemoveStation(Player *p)
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used++;
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}
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free(in_use);
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}
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static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile)
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