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@ -2379,7 +2379,10 @@ static bool CheckTrainStayInDepot(Vehicle *v)
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return true;
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}
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SigSegState seg_state;
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if (v->u.rail.force_proceed == 0) {
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/* force proceed was not pressed */
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if (++v->load_unload_time_rem < 37) {
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InvalidateWindowClasses(WC_TRAINS_LIST);
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return true;
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@ -2387,12 +2390,27 @@ static bool CheckTrainStayInDepot(Vehicle *v)
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v->load_unload_time_rem = 0;
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if (UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner) == SIGSEG_FULL) {
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seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
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if (seg_state == SIGSEG_FULL || GetDepotWaypointReservation(v->tile)) {
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/* Full and no PBS signal in block or depot reserved, can't exit. */
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InvalidateWindowClasses(WC_TRAINS_LIST);
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return true;
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}
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} else {
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seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
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}
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/* Only leave when we can reserve a path to our destination. */
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if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->u.rail.force_proceed == 0) {
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/* No path and no force proceed. */
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InvalidateWindowClasses(WC_TRAINS_LIST);
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MarkTrainAsStuck(v);
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return true;
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}
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SetDepotWaypointReservation(v->tile, true);
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if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
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VehicleServiceInDepot(v);
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InvalidateWindowClasses(WC_TRAINS_LIST);
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v->PlayLeaveStationSound();
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