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(svn r13349) -Codechange: remove a pointless flag; the flag is set before calling a function and is then reset in the function without ever reading it. Patch by Cirdan.
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@ -364,8 +364,6 @@ static WindowDesc _news_type0_desc = {
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/** Open up an own newspaper window for the news item */
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static void ShowNewspaper(NewsItem *ni)
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{
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ni->flags &= ~NF_FORCE_BIG;
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SoundFx sound = _news_type_data[_news_subtype_data[ni->subtype].type].sound;
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if (sound != 0) SndPlayFx(sound);
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@ -468,12 +466,9 @@ static void MoveToNextItem()
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InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SHOW_REMINDER);
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break;
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case ND_SUMMARY: // Summary - show ticker, but if forced big, cascade to full
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if (!(ni->flags & NF_FORCE_BIG)) {
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ShowTicker(ni);
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break;
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}
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/* Fallthrough */
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case ND_SUMMARY: // Summary - show ticker
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ShowTicker(ni);
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break;
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case ND_FULL: // Full - show newspaper
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ShowNewspaper(ni);
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@ -616,8 +611,6 @@ static void ShowNewsMessage(NewsItem *ni)
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_forced_news = ni;
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if (_forced_news != NULL) {
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NewsWindow::duration = 555;
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ni->flags |= NF_FORCE_BIG;
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DeleteWindowById(WC_NEWS_WINDOW, 0);
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ShowNewspaper(ni);
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}
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@ -74,7 +74,6 @@ enum NewsFlag {
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NF_VIEWPORT = (1 << 1), ///< Does the news message have a viewport? (ingame picture of happening)
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NF_TILE = (1 << 2), ///< When clicked on the news message scroll to a given tile? Tile is in data_a
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NF_VEHICLE = (1 << 3), ///< When clicked on the message scroll to the vehicle? VehicleID is in data_a
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NF_FORCE_BIG = (1 << 4), ///< Force the appearance of a news message if it has already been shown (internal)
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NF_INCOLOR = (1 << 5), ///< Show the newsmessage in colour, otherwise it defaults to black & white
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NF_TILE2 = (1 << 6), ///< There is a second tile to scroll to; tile is in data_b
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};
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