TBTR: Fix display of vehicle sprites for some NewGRFs, fix issues in large UI modes
Slight code, GUI layout, and savegame format tidying
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@@ -131,9 +131,9 @@ void DrawTemplate(const TemplateVehicle *tv, int left, int right, int y)
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while (t) {
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PaletteID pal = GetEnginePalette(t->engine_type, _current_company);
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t->sprite_seq.Draw(offset + t->image_width / 2, ScaleGUITrad(11), pal, false);
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t->sprite_seq.Draw(offset + t->image_dimensions.GetOffsetX(), t->image_dimensions.GetOffsetY() + ScaleGUITrad(11), pal, false);
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offset += t->image_width;
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offset += t->image_dimensions.GetDisplayImageWidth();
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t = t->Next();
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}
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@@ -165,10 +165,8 @@ inline void SetupTemplateVehicleFromVirtual(TemplateVehicle *tmp, TemplateVehicl
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tmp->weight = gcache->cached_weight;
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tmp->max_te = gcache->cached_max_te / 1000;
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tmp->spritenum = virt->spritenum;
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virt->GetImage(DIR_W, EIT_PURCHASE, &tmp->sprite_seq);
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Point *p = new Point();
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tmp->image_width = virt->GetDisplayImageWidth(p);
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virt->GetImage(DIR_W, EIT_IN_DEPOT, &tmp->sprite_seq);
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tmp->image_dimensions.SetFromTrain(virt);
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}
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// create a full TemplateVehicle based train according to a virtual train
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@@ -293,7 +291,7 @@ void NeutralizeStatus(Train *t)
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DoCommand(0, t->index, 0, DC_EXEC, CMD_RENAME_VEHICLE, NULL);
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}
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bool TrainMatchesTemplate(const Train *t, TemplateVehicle *tv) {
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bool TrainMatchesTemplate(const Train *t, const TemplateVehicle *tv) {
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while (t && tv) {
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if (t->engine_type != tv->engine_type) {
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return false;
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@@ -308,7 +306,7 @@ bool TrainMatchesTemplate(const Train *t, TemplateVehicle *tv) {
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}
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bool TrainMatchesTemplateRefit(const Train *t, TemplateVehicle *tv)
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bool TrainMatchesTemplateRefit(const Train *t, const TemplateVehicle *tv)
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{
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if (!tv->refit_as_template) {
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return true;
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@@ -346,7 +344,7 @@ void CopyWagonStatus(TemplateVehicle *from, Train *to)
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to->cargo_subtype = from->cargo_subtype;
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}
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int NumTrainsNeedTemplateReplacement(GroupID g_id, TemplateVehicle *tv)
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int NumTrainsNeedTemplateReplacement(GroupID g_id, const TemplateVehicle *tv)
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{
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int count = 0;
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if (!tv) return count;
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