(svn r12924) -Feature: Introducing the so called 'engine pool' which primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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@@ -66,6 +66,7 @@
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#include "player_base.h"
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#include "tunnelbridge.h"
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#include "engine_func.h"
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#include "engine_base.h"
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#include "table/sprites.h"
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#include "table/elrail_data.h"
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@@ -480,9 +481,9 @@ int32 SettingsDisableElrail(int32 p1)
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const RailType new_railtype = disable ? RAILTYPE_RAIL : RAILTYPE_ELECTRIC;
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/* walk through all train engines */
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EngineID eid;
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FOR_ALL_ENGINEIDS_OF_TYPE(eid, VEH_TRAIN) {
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RailVehicleInfo *rv_info = &_rail_vehicle_info[eid];
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Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) {
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RailVehicleInfo *rv_info = &e->u.rail;
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/* if it is an electric rail engine and its railtype is the wrong one */
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if (rv_info->engclass == 2 && rv_info->railtype == old_railtype) {
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/* change it to the proper one */
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