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@ -1046,55 +1046,6 @@ void SwitchToMode(SwitchMode new_mode)
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}
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#include "depot_base.h"
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#include "autoreplace_base.h"
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#include "waypoint.h"
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#include "network/core/tcp_game.h"
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#include "network/network_base.h"
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/** Make sure everything is valid. Will be removed in future. */
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static void CheckPools()
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{
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const Depot *d;
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FOR_ALL_DEPOTS(d) assert(IsRoadDepotTile(d->xy) || IsRailDepotTile(d->xy) || IsShipDepotTile(d->xy) || IsHangarTile(d->xy));
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const Industry *i;
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FOR_ALL_INDUSTRIES(i) assert(IsValidTile(i->xy));
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const Engine *e;
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FOR_ALL_ENGINES(e) assert(e->info.climates != 0);
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const Order *o;
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FOR_ALL_ORDERS(o) assert(!o->IsType(OT_NOTHING));
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const OrderList *ol;
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FOR_ALL_ORDER_LISTS(ol) assert(ol->GetNumOrders() != INVALID_VEH_ORDER_ID && ol->GetNumVehicles() != 0);
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const Town *t;
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FOR_ALL_TOWNS(t) assert(IsValidTile(t->xy));
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const Group *g;
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FOR_ALL_GROUPS(g) assert(g->owner != INVALID_OWNER);
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const EngineRenew *er;
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FOR_ALL_ENGINE_RENEWS(er) assert(er->from != INVALID_ENGINE);
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const Waypoint *wp;
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FOR_ALL_WAYPOINTS(wp) assert(IsValidTile(wp->xy));
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const Company *c;
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FOR_ALL_COMPANIES(c) assert(c->name_1 != 0);
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const CargoPacket *cp;
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FOR_ALL_CARGOPACKETS(cp) assert(cp->count != 0);
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#ifdef ENABLE_NETWORK
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const NetworkClientSocket *ncs;
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FOR_ALL_CLIENT_SOCKETS(ncs) assert(ncs->IsConnected());
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const NetworkClientInfo *nci;
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FOR_ALL_CLIENT_INFOS(nci) assert(nci->client_id != INVALID_CLIENT_ID);
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#endif
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const Station *st;
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FOR_ALL_STATIONS(st) assert(IsValidTile(st->xy));
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const RoadStop *rs;
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FOR_ALL_ROADSTOPS(rs) assert(IsValidTile(rs->xy));
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const Sign *si;
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FOR_ALL_SIGNS(si) assert(si->owner != INVALID_OWNER);
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) assert(v->type != VEH_INVALID);
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FOR_ALL_ORDER_LISTS(ol) ol->DebugCheckSanity();
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}
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/**
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* State controlling game loop.
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* The state must not be changed from anywhere but here.
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@ -1109,8 +1060,6 @@ void StateGameLoop()
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}
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if (IsGeneratingWorld()) return;
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CheckPools();
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ClearStorageChanges(false);
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if (_game_mode == GM_EDITOR) {
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