(svn r1323) Adding autoreplace feature
This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the vehicle overview windows Note: autorenew is now autoreplace, but to the same engine type Nice new features, that was added to make this possible - windows can now have two independant vertical scrollbars - CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with estimated costs even if shift is pressed - fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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		@@ -167,7 +167,7 @@ DEF_COMMAND(CmdStartScenario);
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DEF_COMMAND(CmdBuildManySignals);
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DEF_COMMAND(CmdRenewVehicle);
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DEF_COMMAND(CmdReplaceVehicle);
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/* The master command table */
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static CommandProc * const _command_proc_table[] = {
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@@ -309,7 +309,7 @@ static CommandProc * const _command_proc_table[] = {
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	CmdDestroyCompanyHQ,					/* 111 */
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	CmdGiveMoney,									/* 112 */
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	CmdChangePatchSetting,				/* 113 */
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	CmdRenewVehicle,							/* 114 */
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	CmdReplaceVehicle,							/* 114 */
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};
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int32 DoCommandByTile(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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@@ -431,7 +431,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
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	_docommand_recursive = 1;
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	// cost estimation only?
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	if (_shift_pressed && _current_player == _local_player && !(cmd & CMD_NETWORK_COMMAND)) {
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	if (_shift_pressed && _current_player == _local_player && !(cmd & (CMD_NETWORK_COMMAND | CMD_SHOW_NO_ERROR))) {
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		// estimate the cost.
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		res = proc(x, y, flags, p1, p2);
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		if ((uint32)res >> 16 == 0x8000) {
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