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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r23773) -Change: [NewGRF] Update all cached train properties if a train vehicle enters a new railtype.
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@ -1658,7 +1658,7 @@ CommandCost CmdConvertRail(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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if (flags & DC_EXEC) {
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/* Railtype changed, update trains as when entering different track */
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for (Train **v = affected_trains.Begin(); v != affected_trains.End(); v++) {
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(*v)->RailtypeChanged();
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(*v)->ConsistChanged(true);
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}
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}
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@ -530,6 +530,9 @@ void FixupTrainLengths()
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}
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}
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}
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/* Update all cached properties after moving the vehicle chain around. */
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Train::From(v)->ConsistChanged(true);
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}
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}
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}
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@ -116,8 +116,6 @@ struct Train FINAL : public GroundVehicle<Train, VEH_TRAIN> {
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void ConsistChanged(bool same_length);
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void RailtypeChanged();
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int UpdateSpeed();
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void UpdateAcceleration();
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@ -112,20 +112,6 @@ void CheckTrainsLengths()
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}
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}
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/**
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* Update visual effect, power and acceleration caches.
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* Called when a vehicle in the consist enters a different railtype.
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*/
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void Train::RailtypeChanged()
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{
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for (Train *u = this; u != NULL; u = u->Next()) {
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/* The wagon-is-powered-state should not change, so the weight does not change. */
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u->UpdateVisualEffect(false);
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}
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this->PowerChanged();
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if (this->IsFrontEngine()) this->UpdateAcceleration();
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}
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/**
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* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
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* to/removed from the chain, and when the game is loaded.
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@ -1589,9 +1575,6 @@ void ReverseTrainSwapVeh(Train *v, int l, int r)
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SwapTrainFlags(&a->gv_flags, &a->gv_flags);
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UpdateStatusAfterSwap(a);
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}
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/* Update power of the train in case tiles were different rail type. */
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v->RailtypeChanged();
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}
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@ -3246,7 +3229,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
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v->tile = gp.new_tile;
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if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
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v->First()->RailtypeChanged();
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v->First()->ConsistChanged(true);
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}
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v->track = chosen_track;
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