Merge branch 'master' into jgrpp
# Conflicts: # src/error.h # src/error_gui.cpp # src/linkgraph/linkgraph_gui.cpp # src/misc_gui.cpp # src/newgrf_gui.cpp # src/news_gui.cpp # src/rail_cmd.cpp # src/saveload/gamelog_sl.cpp # src/script/api/script_text.cpp # src/script/script_instance.cpp # src/statusbar_gui.cpp # src/strings.cpp # src/strings_func.h # src/strings_internal.h # src/table/settings/gui_settings.ini # src/table/settings/linkgraph_settings.ini # src/textbuf_gui.h
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@@ -1599,7 +1599,7 @@ CommandCost CmdBuildLongRoad(TileIndex start_tile, DoCommandFlag flags, uint32 p
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last_error = ret;
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if (last_error.GetErrorMessage() != STR_ERROR_ALREADY_BUILT) {
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if (is_ai) return last_error;
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break;
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if (had_success) break; // Keep going if we haven't constructed any road yet, skipping the start of the drag
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}
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} else {
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had_success = true;
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@@ -3121,8 +3121,8 @@ CommandCost CmdConvertRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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/* Disallow converting town roads to types which do not allow houses, unless this is allowed */
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if (rtt == RTT_ROAD && owner == OWNER_TOWN && HasBit(GetRoadTypeInfo(to_type)->flags, ROTF_NO_HOUSES)
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&& !_settings_game.construction.convert_town_road_no_houses) {
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SetDParamsForOwnedBy(OWNER_TOWN, tile);
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error.MakeError(STR_ERROR_OWNED_BY);
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GetNameOfOwner(OWNER_TOWN, tile);
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continue;
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}
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@@ -3137,8 +3137,8 @@ CommandCost CmdConvertRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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}
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if (rtt == RTT_ROAD && owner == OWNER_TOWN) {
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SetDParamsForOwnedBy(OWNER_TOWN, tile);
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error.MakeError(STR_ERROR_OWNED_BY);
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GetNameOfOwner(OWNER_TOWN, tile);
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continue;
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}
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}
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@@ -3195,8 +3195,8 @@ CommandCost CmdConvertRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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}
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if (rtt == RTT_ROAD && owner == OWNER_TOWN) {
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SetDParamsForOwnedBy(OWNER_TOWN, tile);
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error.MakeError(STR_ERROR_OWNED_BY);
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GetNameOfOwner(OWNER_TOWN, tile);
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continue;
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}
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}
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