(svn r14126) -Codechange (r14125): Add some tabs.
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		@@ -375,114 +375,114 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
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			assert(GetNextUnit(new_head) == NULL);
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		/* Append engines to the new chain
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		 * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
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		 * OTOH the vehicle attach callback is more expensive this way :s */
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		Vehicle *last_engine = NULL; ///< Shall store the last engine unit after this step
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		if (cost.Succeeded()) {
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			for (int i = num_units - 1; i > 0; i--) {
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				Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
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			/* Append engines to the new chain
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			 * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
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			 * OTOH the vehicle attach callback is more expensive this way :s */
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			Vehicle *last_engine = NULL; ///< Shall store the last engine unit after this step
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			if (cost.Succeeded()) {
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				for (int i = num_units - 1; i > 0; i--) {
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					Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
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				if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue;
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					if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue;
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				if (last_engine == NULL) last_engine = append;
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				cost.AddCost(MoveVehicle(append, new_head, DC_EXEC, false));
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				if (cost.Failed()) break;
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			}
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			if (last_engine == NULL) last_engine = new_head;
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		}
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		/* When wagon removal is enabled and the new engines without any wagons are already longer than the old, we have to fail */
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		if (cost.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) cost = CommandCost(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT);
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		/* Append/insert wagons into the new vehicle chain
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		 * We do this from back to front, so we can stop when wagon removal or maximum train length (i.e. from mammoth-train setting) is triggered.
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		 */
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		if (cost.Succeeded()) {
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			for (int i = num_units - 1; i > 0; i--) {
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				assert(last_engine != NULL);
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				Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
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				if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) {
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					/* Insert wagon after 'last_engine' */
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					CommandCost res = MoveVehicle(append, last_engine, DC_EXEC, false);
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					if (res.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) {
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						MoveVehicle(append, NULL, DC_EXEC | DC_AUTOREPLACE, false);
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						break;
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					}
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					cost.AddCost(res);
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					if (last_engine == NULL) last_engine = append;
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					cost.AddCost(MoveVehicle(append, new_head, DC_EXEC, false));
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					if (cost.Failed()) break;
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				} else {
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					/* We have reached 'last_engine', continue with the next engine towards the front */
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					assert(append == last_engine);
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					last_engine = GetPrevUnit(last_engine);
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				}
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				if (last_engine == NULL) last_engine = new_head;
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			}
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			/* When wagon removal is enabled and the new engines without any wagons are already longer than the old, we have to fail */
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			if (cost.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) cost = CommandCost(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT);
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			/* Append/insert wagons into the new vehicle chain
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			 * We do this from back to front, so we can stop when wagon removal or maximum train length (i.e. from mammoth-train setting) is triggered.
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			 */
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			if (cost.Succeeded()) {
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				for (int i = num_units - 1; i > 0; i--) {
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					assert(last_engine != NULL);
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					Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
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					if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) {
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						/* Insert wagon after 'last_engine' */
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						CommandCost res = MoveVehicle(append, last_engine, DC_EXEC, false);
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						if (res.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) {
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							MoveVehicle(append, NULL, DC_EXEC | DC_AUTOREPLACE, false);
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							break;
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						}
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						cost.AddCost(res);
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						if (cost.Failed()) break;
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					} else {
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						/* We have reached 'last_engine', continue with the next engine towards the front */
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						assert(append == last_engine);
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						last_engine = GetPrevUnit(last_engine);
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					}
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				}
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			}
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		}
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		/* Sell superfluous new vehicles that could not be inserted. */
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		if (cost.Succeeded() && wagon_removal) {
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			for (int i = 1; i < num_units; i++) {
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				Vehicle *wagon = new_vehs[i];
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				if (wagon == NULL) continue;
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				if (wagon->First() == new_head) break;
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			/* Sell superfluous new vehicles that could not be inserted. */
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			if (cost.Succeeded() && wagon_removal) {
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				for (int i = 1; i < num_units; i++) {
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					Vehicle *wagon = new_vehs[i];
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					if (wagon == NULL) continue;
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					if (wagon->First() == new_head) break;
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				assert(RailVehInfo(wagon->engine_type)->railveh_type == RAILVEH_WAGON);
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					assert(RailVehInfo(wagon->engine_type)->railveh_type == RAILVEH_WAGON);
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				/* Sell wagon */
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				CommandCost ret = DoCommand(0, wagon->index, 0, DC_EXEC, GetCmdSellVeh(wagon));
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				assert(ret.Succeeded());
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				new_vehs[i] = NULL;
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					/* Sell wagon */
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					CommandCost ret = DoCommand(0, wagon->index, 0, DC_EXEC, GetCmdSellVeh(wagon));
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					assert(ret.Succeeded());
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					new_vehs[i] = NULL;
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				/* Revert the money subtraction when the vehicle was built.
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				 * This value is different from the sell value, esp. because of refitting */
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				cost.AddCost(-new_costs[i]);
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			}
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		}
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		/* The new vehicle chain is constructed, now take over orders and everything... */
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		if (cost.Succeeded()) cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags));
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		if (cost.Succeeded()) {
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			/* Success ! */
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			if ((flags & DC_EXEC) != 0 && new_head != old_head) {
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				*chain = new_head;
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			}
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			/* Transfer cargo of old vehicles and sell them*/
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			for (int i = 0; i < num_units; i++) {
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				Vehicle *w = old_vehs[i];
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				/* Is the vehicle again part of the new chain?
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				 * Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */
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				if (w->First() == new_head) continue;
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				if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head);
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				cost.AddCost(DoCommand(0, w->index, 0, flags, GetCmdSellVeh(w)));
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				if ((flags & DC_EXEC) != 0) {
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					old_vehs[i] = NULL;
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					if (i == 0) old_head = NULL;
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					/* Revert the money subtraction when the vehicle was built.
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					 * This value is different from the sell value, esp. because of refitting */
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					cost.AddCost(-new_costs[i]);
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				}
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			}
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		}
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		/* If we are not in DC_EXEC undo everything, i.e. rearrange old vehicles.
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		 * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
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		 * Note: The vehicle attach callback is disabled here :) */
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		if ((flags & DC_EXEC) == 0) {
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			/* Separate the head, so we can reattach the old vehicles */
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			Vehicle *second = GetNextUnit(old_head);
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			if (second != NULL) MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true);
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			/* The new vehicle chain is constructed, now take over orders and everything... */
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			if (cost.Succeeded()) cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags));
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			assert(GetNextUnit(old_head) == NULL);
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			if (cost.Succeeded()) {
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				/* Success ! */
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				if ((flags & DC_EXEC) != 0 && new_head != old_head) {
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					*chain = new_head;
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				}
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			for (int i = num_units - 1; i > 0; i--) {
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				CommandCost ret = MoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false);
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				assert(ret.Succeeded());
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				/* Transfer cargo of old vehicles and sell them*/
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				for (int i = 0; i < num_units; i++) {
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					Vehicle *w = old_vehs[i];
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					/* Is the vehicle again part of the new chain?
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					 * Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */
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					if (w->First() == new_head) continue;
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					if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head);
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					cost.AddCost(DoCommand(0, w->index, 0, flags, GetCmdSellVeh(w)));
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					if ((flags & DC_EXEC) != 0) {
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						old_vehs[i] = NULL;
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						if (i == 0) old_head = NULL;
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					}
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				}
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			}
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			/* If we are not in DC_EXEC undo everything, i.e. rearrange old vehicles.
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			 * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
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			 * Note: The vehicle attach callback is disabled here :) */
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			if ((flags & DC_EXEC) == 0) {
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				/* Separate the head, so we can reattach the old vehicles */
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				Vehicle *second = GetNextUnit(old_head);
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				if (second != NULL) MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true);
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				assert(GetNextUnit(old_head) == NULL);
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				for (int i = num_units - 1; i > 0; i--) {
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					CommandCost ret = MoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false);
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					assert(ret.Succeeded());
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				}
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			}
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		}
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		}
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		/* Finally undo buying of new vehicles */
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