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@ -1908,31 +1908,22 @@ static void MaybeReplaceVehicle(Vehicle *v)
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int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner)
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{
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const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
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if (flags & DC_EXEC) {
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/* Send all the vehicles to a depot */
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && v->owner == owner && (
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(type == VEH_Train && IsFrontEngine(v)) ||
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(type != VEH_Train && v->subtype <= subtype))) {
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DoCommand(v->tile, v->index, service, flags, CMD_SEND_TO_DEPOT(type));
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}
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}
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} else {
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/* See if we can find a vehicle to send to a depot */
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const Vehicle *v;
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/* Send all the vehicles to a depot */
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && v->owner == owner && (
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(type == VEH_Train && IsFrontEngine(v)) ||
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(type != VEH_Train && v->subtype <= subtype))) {
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/* We found one vehicle to send to a depot. No need to search for more. The command is valid */
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if (!DoCommand(v->tile, v->index, service, flags, CMD_SEND_TO_DEPOT(type))) return 0;
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/* Return 0 if DC_EXEC is not set and a DoCommand() returns 0 (valid goto depot command) */
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/* In this case we know that at least one vehicle can be send to a depot and we will issue the command */
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/* Since we will issue the command nomatter how many vehicles more than one it's valid for, we skip checking the rest */
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/* When DC_EXEC is set, we need to run this loop for all vehicles nomatter return values from each vehicle */
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if (!DoCommand(v->tile, v->index, service, flags, CMD_SEND_TO_DEPOT(type)) && !(flags & DC_EXEC)) return 0;
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}
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}
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return CMD_ERROR;
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}
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return 0;
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return (flags & DC_EXEC) ? 0 : CMD_ERROR;
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}
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