Bump water flooding savegame version and clear states on load
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@@ -3903,6 +3903,14 @@ bool AfterLoadGame()
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_settings_game.economy.city_zone_4_mult = _settings_game.economy.town_zone_4_mult;
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}
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if (!SlXvIsFeaturePresent(XSLFI_WATER_FLOODING, 2)) {
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsTileType(t, MP_WATER)) {
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SetNonFloodingWaterTile(t, false);
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}
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}
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}
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InitializeRoadGUI();
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/* This needs to be done after conversion. */
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@@ -146,7 +146,7 @@ const SlxiSubChunkInfo _sl_xv_sub_chunk_infos[] = {
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{ XSLFI_INDUSTRY_CARGO_ADJ, XSCF_IGNORABLE_UNKNOWN, 1, 1, "industry_cargo_adj", nullptr, nullptr, nullptr },
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{ XSLFI_REALISTIC_TRAIN_BRAKING,XSCF_NULL, 2, 2, "realistic_train_braking", nullptr, nullptr, "VLKA" },
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{ XSLFI_INFLATION_FIXED_DATES, XSCF_IGNORABLE_ALL, 1, 1, "inflation_fixed_dates", nullptr, nullptr, nullptr },
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{ XSLFI_WATER_FLOODING, XSCF_NULL, 1, 1, "water_flooding", nullptr, nullptr, nullptr },
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{ XSLFI_WATER_FLOODING, XSCF_NULL, 2, 2, "water_flooding", nullptr, nullptr, nullptr },
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{ XSLFI_MORE_HOUSES, XSCF_NULL, 1, 1, "more_houses", nullptr, nullptr, nullptr },
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{ XSLFI_CUSTOM_TOWN_ZONE, XSCF_IGNORABLE_UNKNOWN, 1, 1, "custom_town_zone", nullptr, nullptr, nullptr },
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{ XSLFI_NULL, XSCF_NULL, 0, 0, nullptr, nullptr, nullptr, nullptr },// This is the end marker
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