Codechange: Use consistent name for bay road stops
As of #10494, this is how we describe original dead-end road stops.
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@@ -893,7 +893,7 @@ static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection
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/* Road depot owned by another company or with the wrong orientation */
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trackdirs = TRACKDIR_BIT_NONE;
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}
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} else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
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} else if (IsTileType(tile, MP_STATION) && IsBayRoadStopTile(tile)) {
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/* Standard road stop (drive-through stops are treated as normal road) */
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if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
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@@ -908,7 +908,7 @@ static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection
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trackdirs = TRACKDIR_BIT_NONE;
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} else {
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/* Proper station type, check if there is free loading bay */
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if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
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if (!_settings_game.pf.roadveh_queue && IsBayRoadStopTile(tile) &&
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!RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
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/* Station is full and RV queuing is off */
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trackdirs = TRACKDIR_BIT_NONE;
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@@ -1535,7 +1535,7 @@ again:
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if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
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}
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if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
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if (IsBayRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
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StartRoadVehSound(v);
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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@@ -1740,7 +1740,7 @@ Trackdir RoadVehicle::GetVehicleTrackdir() const
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return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
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}
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if (IsStandardRoadStopTile(this->tile)) {
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if (IsBayRoadStopTile(this->tile)) {
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/* We'll assume the road vehicle is facing outwards */
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return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
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}
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