Change: Decouple and remove landscape-dependent cargo types. (#11719)
Cargo types of default engines, industries and houses are now specified in terms of label.
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@@ -590,14 +590,15 @@ static const OldChunks town_chunk[] = {
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OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Town, time_until_rebuild ),
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OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Town, growth_rate ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[CT_PASSENGERS].new_max ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[CT_MAIL].new_max ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[CT_PASSENGERS].new_act ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[CT_MAIL].new_act ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[CT_PASSENGERS].old_max ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[CT_MAIL].old_max ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[CT_PASSENGERS].old_act ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[CT_MAIL].old_act ),
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/* Slots 0 and 2 are passengers and mail respectively for old saves. */
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[0].new_max ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[2].new_max ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[0].new_act ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[2].new_act ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[0].old_max ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[2].old_max ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[0].old_act ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, supplied[2].old_act ),
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OCL_NULL( 2 ), ///< pct_pass_transported / pct_mail_transported, now computed on the fly
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@@ -1301,10 +1302,10 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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switch (v->spritenum) {
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case 2: // oil tanker && cargo type != oil
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if (v->cargo_type != CT_OIL) v->spritenum = 0; // make it a coal/goods ship
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if (v->cargo_type != 3) v->spritenum = 0; // make it a coal/goods ship
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break;
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case 4: // passenger ship && cargo type == mail
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if (v->cargo_type == CT_MAIL) v->spritenum = 0; // make it a mail ship
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if (v->cargo_type == 2) v->spritenum = 0; // make it a mail ship
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break;
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default:
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break;
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