Show vehicle destination when mousing over vehicle breakdown in status bar
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@@ -3640,7 +3640,7 @@ public:
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TextColour text_colour = TC_FROMSTRING;
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if (v->vehstatus & VS_CRASHED) {
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str = STR_VEHICLE_STATUS_CRASHED;
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} else if (v->breakdown_ctr == 1 || (v->type == VEH_TRAIN && Train::From(v)->flags & VRF_IS_BROKEN)) {
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} else if ((v->breakdown_ctr == 1 || (v->type == VEH_TRAIN && Train::From(v)->flags & VRF_IS_BROKEN)) && !mouse_over_start_stop) {
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const Vehicle *w = (v->type == VEH_TRAIN) ? GetMostSeverelyBrokenEngine(Train::From(v)) : v;
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if (_settings_game.vehicle.improved_breakdowns || w->breakdown_type == BREAKDOWN_RV_CRASH || w->breakdown_type == BREAKDOWN_BRAKE_OVERHEAT) {
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str = STR_VEHICLE_STATUS_BROKEN_DOWN_VEL;
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@@ -3708,7 +3708,7 @@ public:
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str = STR_VEHICLE_STATUS_AIRCRAFT_TOO_FAR;
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} else { // vehicle is in a "normal" state, show current order
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if (mouse_over_start_stop) {
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if (v->vehstatus & VS_STOPPED) {
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if (v->vehstatus & VS_STOPPED || (v->breakdown_ctr == 1 || (v->type == VEH_TRAIN && Train::From(v)->flags & VRF_IS_BROKEN))) {
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text_colour = TC_RED | TC_FORCED;
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} else if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_TRAIN_STUCK) && !v->current_order.IsType(OT_LOADING)) {
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text_colour = TC_ORANGE | TC_FORCED;
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