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(svn r11621) -Fix [FS#1525]: there were still some cases where one could not build a tram track, but the tram could become blocked.
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@ -1461,25 +1461,21 @@ static Trackdir FollowPreviousRoadVehicle(const Vehicle *v, const Vehicle *prev,
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/**
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* Can a tram track build without destruction on the given tile?
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* @param p the player that would be building the tram tracks
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* @param t the tile to build on.
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* @param r the road bits needed.
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* @return true when a track track can be build on 't'
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*/
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static bool CanBuildTramTrackOnTile(TileIndex t)
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static bool CanBuildTramTrackOnTile(PlayerID p, TileIndex t, RoadBits r)
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{
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switch (GetTileType(t)) {
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case MP_CLEAR:
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case MP_TREES:
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return true;
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/* The 'current' player is not necessarily the owner of the vehicle. */
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PlayerID original_player = _current_player;
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_current_player = p;
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case MP_ROAD:
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return GetRoadTileType(t) == ROAD_TILE_NORMAL;
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CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, 0, CMD_BUILD_ROAD);
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case MP_WATER:
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return IsCoast(t);
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default:
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return false;
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}
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_current_player = original_player;
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return CmdSucceeded(ret);
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}
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static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev)
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@ -1593,7 +1589,7 @@ again:
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* going to cause the tram to split up.
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* - Or the front of the tram can drive over the next tile.
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*/
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} else if (!IsRoadVehFront(v) || !CanBuildTramTrackOnTile(tile)) {
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} else if (!IsRoadVehFront(v) || !CanBuildTramTrackOnTile(v->owner, tile, needed)) {
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/*
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* Taking the 'small' corner for trams only happens when:
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* - We are not the from vehicle of an articulated tram.
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