(svn r21975) -Add: console command to reset the engine pool. It removes the traces of engines which are no longer associated to a NewGRF, and can be used to e.g. 'fix' scenarios which were screwed up by the author. You can only use it when there are no vehicles in the game though.
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@@ -36,7 +36,6 @@
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#include "train.h"
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#include "news_func.h"
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#include "window_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "company_func.h"
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#include "rev.h"
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@@ -58,7 +57,6 @@
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#include "ini_type.h"
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#include "ai/ai_config.hpp"
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#include "ai/ai.hpp"
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#include "newgrf.h"
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#include "ship.h"
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#include "smallmap_gui.h"
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#include "roadveh.h"
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@@ -1133,18 +1131,11 @@ static bool ChangeDynamicEngines(int32 p1)
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{
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if (_game_mode == GM_MENU) return true;
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (IsCompanyBuildableVehicleType(v)) {
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ShowErrorMessage(STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES, INVALID_STRING_ID, WL_ERROR);
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return false;
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}
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if (!EngineOverrideManager::ResetToCurrentNewGRFConfig()) {
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ShowErrorMessage(STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES, INVALID_STRING_ID, WL_ERROR);
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return false;
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}
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/* Reset the engines, they will get new EngineIDs */
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_engine_mngr.ResetToDefaultMapping();
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ReloadNewGRFData();
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return true;
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}
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