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(svn r21862) -Codechange: Unify subtype handling between road vehicles and trains.
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@ -162,6 +162,114 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
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GVSF_FREE_WAGON = 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
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GVSF_MULTIHEADED = 5, ///< Engine is multiheaded (not used for road vehicles).
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};
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/**
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* Set front engine state.
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*/
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FORCEINLINE void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
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/**
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* Remove the front engine state.
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*/
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FORCEINLINE void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
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/**
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* Set a vehicle to be an articulated part.
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*/
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FORCEINLINE void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Clear a vehicle from being an articulated part.
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*/
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FORCEINLINE void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Set a vehicle to be a wagon.
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*/
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FORCEINLINE void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
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/**
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* Clear wagon property.
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*/
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FORCEINLINE void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
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/**
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* Set engine status.
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*/
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FORCEINLINE void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
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/**
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* Clear engine status.
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*/
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FORCEINLINE void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
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/**
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* Set a vehicle as a free wagon.
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*/
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FORCEINLINE void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Clear a vehicle from being a free wagon.
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*/
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FORCEINLINE void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Set a vehicle as a multiheaded engine.
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*/
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FORCEINLINE void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Clear multiheaded engine property.
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*/
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FORCEINLINE void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Check if the vehicle is a front engine.
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* @return Returns true if the vehicle is a front engine.
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*/
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FORCEINLINE bool IsFrontEngine() const { return HasBit(this->subtype, GVSF_FRONT); }
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/**
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* Check if the vehicle is a free wagon (got no engine in front of it).
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* @return Returns true if the vehicle is a free wagon.
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*/
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FORCEINLINE bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Check if a vehicle is an engine (can be first in a consist).
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* @return Returns true if vehicle is an engine.
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*/
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FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
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/**
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* Check if a vehicle is a wagon.
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* @return Returns true if vehicle is a wagon.
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*/
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FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
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/**
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* Check if the vehicle is a multiheaded engine.
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* @return Returns true if the vehicle is a multiheaded engine.
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*/
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FORCEINLINE bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Tell if we are dealing with the rear end of a multiheaded engine.
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* @return True if the engine is the rear part of a dualheaded engine.
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*/
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FORCEINLINE bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
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/**
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* Check if the vehicle is an articulated part of an engine.
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* @return Returns true if the vehicle is an articulated part.
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*/
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FORCEINLINE bool IsArticulatedPart() const { return HasBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Check if an engine has an articulated part.
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* @return True if the engine has an articulated part.
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*/
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FORCEINLINE bool HasArticulatedPart() const { return this->Next() != NULL && this->Next()->IsArticulatedPart(); }
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};
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#endif /* GROUND_VEHICLE_HPP */
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@ -75,12 +75,6 @@ static const uint RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16;
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static const uint RVC_DRIVE_THROUGH_STOP_FRAME = 11;
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static const uint RVC_DEPOT_STOP_FRAME = 11;
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enum RoadVehicleSubType {
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RVST_FRONT,
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RVST_ARTIC_PART,
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};
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void RoadVehUpdateCache(RoadVehicle *v);
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/**
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@ -128,34 +122,6 @@ struct RoadVehicle : public GroundVehicle<RoadVehicle, VEH_ROAD> {
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int GetCurrentMaxSpeed() const;
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/**
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* Check if vehicle is a front engine
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* @return Returns true if vehicle is a front engine
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*/
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FORCEINLINE bool IsFrontEngine() const { return this->subtype == RVST_FRONT; }
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/**
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* Set front engine state
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*/
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FORCEINLINE void SetFrontEngine() { this->subtype = RVST_FRONT; }
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/**
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* Check if vehicl is an articulated part of an engine
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* @return Returns true if vehicle is an articulated part
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*/
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FORCEINLINE bool IsArticulatedPart() const { return this->subtype == RVST_ARTIC_PART; }
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/**
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* Set a vehicle to be an articulated part
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*/
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FORCEINLINE void SetArticulatedPart() { this->subtype = RVST_ARTIC_PART; }
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/**
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* Check if an engine has an articulated part.
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* @return True if the engine has an articulated part.
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*/
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FORCEINLINE bool HasArticulatedPart() const { return this->Next() != NULL && this->Next()->IsArticulatedPart(); }
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protected: // These functions should not be called outside acceleration code.
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/**
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@ -221,8 +221,9 @@
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* 154 21426
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* 155 21453
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* 156 21728
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* 157 21862
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*/
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extern const uint16 SAVEGAME_VERSION = 156; ///< Current savegame version of OpenTTD.
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extern const uint16 SAVEGAME_VERSION = 157; ///< Current savegame version of OpenTTD.
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SavegameType _savegame_type; ///< type of savegame we are loading
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@ -308,6 +308,23 @@ void AfterLoadVehicles(bool part_of_load)
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}
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}
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if (IsSavegameVersionBefore(157)) {
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/* The road vehicle subtype was converted to a flag. */
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RoadVehicle *rv;
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FOR_ALL_ROADVEHICLES(rv) {
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if (rv->subtype == 0) {
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/* The road vehicle is at the front. */
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rv->SetFrontEngine();
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} else if (rv->subtype == 1) {
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/* The road vehicle is an articulated part. */
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rv->subtype = 0;
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rv->SetArticulatedPart();
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} else {
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NOT_REACHED();
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}
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}
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}
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CheckValidVehicles();
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FOR_ALL_VEHICLES(v) {
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110
src/train.h
110
src/train.h
@ -137,116 +137,6 @@ struct Train : public GroundVehicle<Train, VEH_TRAIN> {
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int GetCurrentMaxSpeed() const;
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/**
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* Set front engine state
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*/
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FORCEINLINE void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
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/**
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* Remove the front engine state
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*/
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FORCEINLINE void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
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/**
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* Set a vehicle to be an articulated part
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*/
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FORCEINLINE void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Clear a vehicle from being an articulated part
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*/
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FORCEINLINE void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Set a vehicle to be a wagon
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*/
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FORCEINLINE void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
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/**
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* Clear wagon property
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*/
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FORCEINLINE void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
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/**
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* Set engine status
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*/
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FORCEINLINE void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
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/**
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* Clear engine status
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*/
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FORCEINLINE void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
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/**
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* Set if a vehicle is a free wagon
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*/
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FORCEINLINE void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Clear a vehicle from being a free wagon
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*/
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FORCEINLINE void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Set if a vehicle is a multiheaded engine
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*/
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FORCEINLINE void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Clear multiheaded engine property
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*/
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FORCEINLINE void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Check if train is a front engine
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* @return Returns true if train is a front engine
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*/
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FORCEINLINE bool IsFrontEngine() const { return HasBit(this->subtype, GVSF_FRONT); }
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/**
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* Check if train is a free wagon (got no engine in front of it)
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* @return Returns true if train is a free wagon
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*/
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FORCEINLINE bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Check if a vehicle is an engine (can be first in a train)
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* @return Returns true if vehicle is an engine
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*/
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FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
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/**
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* Check if a train is a wagon
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* @return Returns true if vehicle is a wagon
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*/
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FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
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/**
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* Check if train is a multiheaded engine
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* @return Returns true if vehicle is a multiheaded engine
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*/
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FORCEINLINE bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Tell if we are dealing with the rear end of a multiheaded engine.
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* @return True if the engine is the rear part of a dualheaded engine.
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*/
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FORCEINLINE bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
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/**
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* Check if train is an articulated part of an engine
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* @return Returns true if train is an articulated part
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*/
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FORCEINLINE bool IsArticulatedPart() const { return HasBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Check if an engine has an articulated part.
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* @return True if the engine has an articulated part.
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*/
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FORCEINLINE bool HasArticulatedPart() const { return this->Next() != NULL && this->Next()->IsArticulatedPart(); }
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/**
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* Get the next part of a multi-part engine.
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* Will only work on a multi-part engine (this->EngineHasArticPart() == true),
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