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(svn r6393) -Fix: [autoreplace] now refit costs are added to the estimated costs (could spend more than allowed when estimate and actual cost were not the same)
-Fix: [autoreplace] fixed a very rare failure when building an engine could cost more than the player could pay before selling the old one this happened when the replacing the front cost so much that the the rear end didn't have enough money to build as expected now the estimate keeps track of the price for the wagons/engines in front of the unit it's currently looking at -Codechange: [autoreplace] added function to learn if and what cargo type to refit to. Needed to allow the estimation to tell refit costs
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@ -279,6 +279,7 @@ enum {
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NUM_CARGO = 12,
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CT_NO_REFIT = 0xFE,
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CT_INVALID = 0xFF
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};
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136
vehicle.c
136
vehicle.c
@ -729,7 +729,7 @@ CargoID FindFirstRefittableCargo(EngineID engine_type)
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*/
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int32 GetRefitCost(EngineID engine_type)
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{
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int32 base_cost = 0;
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int32 base_cost;
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switch (GetEngine(engine_type)->type) {
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case VEH_Ship: base_cost = _price.ship_base; break;
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@ -1660,6 +1660,65 @@ static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
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} while ((source = source->next) != NULL);
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}
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/**
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* Function to find what type of cargo to refit to when autoreplacing
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* @param *v Original vehicle, that is being replaced
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* @param engine_type The EngineID of the vehicle that is being replaced to
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* @return The cargo type to replace to
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* CT_NO_REFIT is returned if no refit is needed
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* CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible
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*/
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static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
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{
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bool new_cargo_capacity = true;
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CargoID new_cargo_type = CT_INVALID;
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switch (v->type) {
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case VEH_Train:
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new_cargo_capacity = (RailVehInfo(engine_type)->capacity > 0);
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new_cargo_type = RailVehInfo(engine_type)->cargo_type;
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break;
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case VEH_Road:
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new_cargo_capacity = (RoadVehInfo(engine_type)->capacity > 0);
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new_cargo_type = RoadVehInfo(engine_type)->cargo_type;
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break;
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case VEH_Ship:
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new_cargo_capacity = (ShipVehInfo(engine_type)->capacity > 0);
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new_cargo_type = ShipVehInfo(engine_type)->cargo_type;
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break;
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case VEH_Aircraft:
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/* all aircraft starts as passenger planes with cargo capacity
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* new_cargo_capacity is always true for aircraft, which is the init value. No need to set it here */
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new_cargo_type = CT_PASSENGERS;
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break;
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default: NOT_REACHED(); break;
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}
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if (!new_cargo_capacity) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
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if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
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if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
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if (v->type != VEH_Train) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
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/* Below this line it's safe to assume that the vehicle in question is a train */
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if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type
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/* the old engine didn't have cargo capacity, but the new one does
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* now we will figure out what cargo the train is carrying and refit to fit this */
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v = GetFirstVehicleInChain(v);
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do {
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if (v->cargo_cap == 0) continue;
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/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
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if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
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if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
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} while ((v=v->next) != NULL);
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return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
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}
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/* Replaces a vehicle (used to be called autorenew)
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* This function is only called from MaybeReplaceVehicle()
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* Must be called with _current_player set to the owner of the vehicle
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@ -1667,7 +1726,7 @@ static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
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* @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
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* @return value is cost of the replacement or CMD_ERROR
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*/
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static int32 ReplaceVehicle(Vehicle **w, byte flags)
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static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
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{
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int32 cost;
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Vehicle *old_v = *w;
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@ -1677,43 +1736,29 @@ static int32 ReplaceVehicle(Vehicle **w, byte flags)
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bool new_front = false;
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Vehicle *new_v = NULL;
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char vehicle_name[32];
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CargoID replacement_cargo_type;
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new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type);
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if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;
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replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
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/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
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if (replacement_cargo_type == CT_INVALID) return 0;
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cost = DoCommand(old_v->tile, new_engine_type, 3, flags, CMD_BUILD_VEH(old_v->type));
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if (CmdFailed(cost)) return cost;
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if (replacement_cargo_type != CT_NO_REFIT) cost += GetRefitCost(new_engine_type); // add refit cost
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if (flags & DC_EXEC) {
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CargoID new_cargo_type = old_v->cargo_type;
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new_v = GetVehicle(_new_vehicle_id);
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*w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is
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/* refit if needed */
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if (old_v->type == VEH_Train && old_v->cargo_cap == 0 && new_v->cargo_cap != 0) {
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// the old engine didn't have cargo capacity, but the new one does
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// now we will figure out what cargo the train is carrying and refit to fit this
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Vehicle *v = old_v;
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CargoID cargo_type_buffer = new_v->cargo_type;
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do {
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if (v->cargo_cap == 0) continue;
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if (v->cargo_type == new_v->cargo_type) {
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// the default type is already being carried on the train. No need to refit
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cargo_type_buffer = new_v->cargo_type;
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break;
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}
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// now we know that the vehicle is carrying cargo and that it's not the same as
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cargo_type_buffer = v->cargo_type;
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} while ((v=v->next) != NULL);
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new_cargo_type = cargo_type_buffer;
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}
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if (new_cargo_type != new_v->cargo_type && new_v->cargo_cap != 0) {
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// we add the refit cost to cost, so it's added to the cost animation
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// it's not in the calculation of having enough money to actually do the replace since it's rather hard to do by design, but since
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// we pay for it, it's nice to make the cost animation include it
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int32 temp_cost = DoCommand(0, new_v->index, new_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type));
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if (!CmdFailed(temp_cost)) cost += temp_cost;
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if (replacement_cargo_type != CT_NO_REFIT) {
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int32 temp_cost = DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type));
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assert(!CmdFailed(temp_cost)); // assert failure here indicates a bug in GetNewCargoTypeForReplace()
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}
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if (new_v->type == VEH_Train && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->next != NULL && IsArticulatedPart(new_v->next))) {
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// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
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@ -1763,17 +1808,21 @@ static int32 ReplaceVehicle(Vehicle **w, byte flags)
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} else {
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GetName(old_v->string_id & 0x7FF, vehicle_name);
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}
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} else { // flags & DC_EXEC not set
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/* Ensure that the player will not end up having negative money while autoreplacing
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* This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
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if (p->money64 < (cost + total_cost)) return CMD_ERROR;
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}
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// sell the engine/ find out how much you get for the old engine
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/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
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cost += DoCommand(0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type));
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if (new_front) {
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// now we assign the old unitnumber to the new vehicle
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/* now we assign the old unitnumber to the new vehicle */
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new_v->unitnumber = cached_unitnumber;
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}
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// Transfer the name of the old vehicle.
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/* Transfer the name of the old vehicle */
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if ((flags & DC_EXEC) && vehicle_name[0] != '\0') {
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_cmd_text = vehicle_name;
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DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
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@ -1835,17 +1884,8 @@ static void MaybeReplaceVehicle(Vehicle *v)
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continue;
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}
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if (w->type == VEH_Train && IsTrainWagon(w)) {
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EngineID e = EngineReplacementForPlayer(p, w->engine_type);
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if (w->cargo_type != RailVehInfo(e)->cargo_type && !CanRefitTo(e, w->cargo_type)) {
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// we can't replace this wagon since the cargo type is incorrent, and we can't refit it
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continue;
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}
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}
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/* Now replace the vehicle */
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temp_cost = ReplaceVehicle(&w, flags);
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temp_cost = ReplaceVehicle(&w, flags, cost);
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if (flags & DC_EXEC &&
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(w->type != VEH_Train || w->u.rail.first_engine == INVALID_ENGINE)) {
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@ -1919,14 +1959,14 @@ static void MaybeReplaceVehicle(Vehicle *v)
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}
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/**
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* @param sort_list list to store the list in. Note: it's presumed that it is big enough to store all vehicles in the game (worst case) and it will not check size
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* @param type type of vehicle
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* @param owner PlayerID of owner to generate a list for
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* @param station index of station to generate a list for. INVALID_STATION when not used
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* @param order index of oder to generate a list for. INVALID_ORDER when not used
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* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
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* @return the number of vehicles added to the list
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*/
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* @param sort_list list to store the list in. Note: it's presumed that it is big enough to store all vehicles in the game (worst case) and it will not check size
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* @param type type of vehicle
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* @param owner PlayerID of owner to generate a list for
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* @param station index of station to generate a list for. INVALID_STATION when not used
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* @param order index of oder to generate a list for. INVALID_ORDER when not used
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* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
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* @return the number of vehicles added to the list
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*/
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uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owner, StationID station, OrderID order, uint16 window_type)
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{
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const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
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