Merge branch 'master' into jgrpp-beta
# Conflicts: # src/cargopacket.h # src/lang/korean.txt # src/linkgraph/linkgraph.h # src/linkgraph/linkgraphjob.h # src/linkgraph/linkgraphschedule.h # src/network/network_admin.h # src/network/network_func.h # src/network/network_server.cpp # src/network/network_server.h # src/order_base.h # src/rail_cmd.cpp # src/saveload/company_sl.cpp # src/saveload/depot_sl.cpp # src/saveload/economy_sl.cpp # src/saveload/linkgraph_sl.cpp # src/saveload/map_sl.cpp # src/saveload/newgrf_sl.cpp # src/saveload/order_sl.cpp # src/saveload/saveload.cpp # src/saveload/saveload.h # src/saveload/signs_sl.cpp # src/saveload/station_sl.cpp # src/saveload/subsidy_sl.cpp # src/saveload/town_sl.cpp # src/saveload/vehicle_sl.cpp # src/script/api/script_object.cpp # src/settings.cpp # src/string.cpp # src/string_func.h # src/table/CMakeLists.txt # src/table/settings/settings.ini # src/viewport_sprite_sorter_sse4.cpp
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@@ -25,6 +25,7 @@
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#include "newgrf_cache_check.h"
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#include "landscape.h"
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#include "network/network.h"
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#include "saveload/saveload.h"
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#include <list>
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#include <map>
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#include <unordered_map>
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@@ -231,9 +232,8 @@ typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
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extern VehiclePool _vehicle_pool;
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/* Some declarations of functions, so we can make them friendly */
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struct SaveLoad;
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struct GroundVehicleCache;
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extern const SaveLoad *GetVehicleDescription(VehicleType vt);
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extern SaveLoadTable GetVehicleDescription(VehicleType vt);
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struct LoadgameState;
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extern bool LoadOldVehicle(LoadgameState *ls, int num);
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extern void FixOldVehicles();
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@@ -253,7 +253,7 @@ private:
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Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
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public:
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friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
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friend SaveLoadTable GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
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friend void FixOldVehicles();
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friend void AfterLoadVehicles(bool part_of_load); ///< So we can set the #previous and #first pointers while loading
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friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading
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