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@ -1105,7 +1105,7 @@ void OnTick_Industry()
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if (_game_mode == GM_EDITOR)
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return;
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for(i=_industries; i != endof(_industries); i++) {
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FOR_ALL_INDUSTRIES(i) {
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if (i->xy != 0)
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ProduceIndustryGoods(i);
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}
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@ -1233,7 +1233,7 @@ static Town *CheckMultipleIndustryInTown(uint tile, int type)
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if (_patches.multiple_industry_per_town)
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return t;
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for(i=_industries; i != endof(_industries); i++) {
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FOR_ALL_INDUSTRIES(i) {
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if (i->xy != 0 &&
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i->type == (byte)type &&
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i->town == t) {
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@ -1366,7 +1366,7 @@ static bool CheckIfTooCloseToIndustry(uint tile, int type)
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if (_patches.same_industry_close && (spec->accepts_cargo[0] == 0xFF) )
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return true;
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for(i=_industries; i != endof(_industries); i++) {
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FOR_ALL_INDUSTRIES(i) {
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// check if an industry that accepts the same goods is nearby
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if (i->xy != 0 &&
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(GetTileDist1D(tile, i->xy) <= 14) &&
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@ -1391,7 +1391,7 @@ static Industry *AllocateIndustry()
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{
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Industry *i;
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for(i=_industries; i != endof(_industries); i++) {
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FOR_ALL_INDUSTRIES(i) {
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if (i->xy == 0) {
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int index = i - _industries;
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if (index > _total_industries) _total_industries = index;
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@ -1807,7 +1807,7 @@ void IndustryMonthlyLoop()
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byte old_player = _current_player;
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_current_player = OWNER_NONE;
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for(i=_industries; i != endof(_industries); i++) {
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FOR_ALL_INDUSTRIES(i) {
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if (i->xy != 0)
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UpdateIndustryStatistics(i);
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}
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@ -1887,9 +1887,10 @@ static const byte _industry_desc[] = {
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static void Save_INDY()
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{
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Industry *ind;
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int i;
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int i = 0;
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// Write the vehicles
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for(ind=_industries,i=0; i!=lengthof(_industries); ind++,i++) {
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FOR_ALL_INDUSTRIES(ind) {
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i++;
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if (ind->xy != 0) {
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SlSetArrayIndex(i);
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SlObject(ind, _industry_desc);
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