|
|
|
@ -1254,6 +1254,9 @@ static void ChangeTimekeepingUnits(int32_t)
|
|
|
|
|
|
|
|
|
|
/* It is possible to change these units in-game. We must set the economy date appropriately. */
|
|
|
|
|
if (_game_mode != GM_MENU) {
|
|
|
|
|
/* Update effective day length before setting dates, so that the state ticks offset is calculated correctly */
|
|
|
|
|
UpdateEffectiveDayLengthFactor();
|
|
|
|
|
|
|
|
|
|
EconTime::Date new_economy_date;
|
|
|
|
|
EconTime::DateFract new_economy_date_fract;
|
|
|
|
|
|
|
|
|
@ -1267,17 +1270,17 @@ static void ChangeTimekeepingUnits(int32_t)
|
|
|
|
|
new_economy_date_fract = CalTime::CurDateFract();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* If you open a savegame as a scenario, there may already be link graphs and/or vehicles. These use economy date. */
|
|
|
|
|
/* Update link graphs and vehicles, as these include stored economy dates. */
|
|
|
|
|
LinkGraphSchedule::instance.ShiftDates(new_economy_date - EconTime::CurDate());
|
|
|
|
|
ShiftVehicleDates(new_economy_date - EconTime::CurDate());
|
|
|
|
|
|
|
|
|
|
/* Only change the date after changing cached values above. */
|
|
|
|
|
EconTime::Detail::SetDate(new_economy_date, new_economy_date_fract);
|
|
|
|
|
|
|
|
|
|
UpdateOrderUIOnDateChange();
|
|
|
|
|
SetupTickRate();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateEffectiveDayLengthFactor();
|
|
|
|
|
SetupTickRate();
|
|
|
|
|
UpdateTimeSettings(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|