(svn r10733) -Codechange: change MP_STREET into MP_ROAD as we use the word "road" everywhere except in the tile type.
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@@ -1153,7 +1153,7 @@ static void ConvertTownOwner()
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for (tile = 0; tile != MapSize(); tile++) {
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switch (GetTileType(tile)) {
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case MP_STREET:
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case MP_ROAD:
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if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HASBIT(_m[tile].m4, 7)) {
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_m[tile].m4 = OWNER_TOWN;
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}
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@@ -1473,7 +1473,7 @@ bool AfterLoadGame()
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SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->index);
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break;
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case MP_STREET:
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case MP_ROAD:
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_m[t].m4 |= (_m[t].m2 << 4);
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if (IsTileOwner(t, OWNER_TOWN)) {
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SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->index);
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@@ -1535,7 +1535,7 @@ bool AfterLoadGame()
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}
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break;
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case MP_STREET:
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case MP_ROAD:
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/* Swap m3 and m4, so the track type for rail crossings is the
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* same as for normal rail. */
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Swap(_m[t].m3, _m[t].m4);
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@@ -1551,7 +1551,7 @@ bool AfterLoadGame()
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bool old_bridge = CheckSavegameVersion(42);
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for (TileIndex t = 0; t < map_size; t++) {
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switch(GetTileType(t)) {
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case MP_STREET:
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case MP_ROAD:
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SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2));
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switch (GetRoadTileType(t)) {
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default: NOT_REACHED();
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@@ -1679,7 +1679,7 @@ bool AfterLoadGame()
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SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
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break;
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case MP_STREET:
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case MP_ROAD:
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if (IsLevelCrossing(t)) {
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SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
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}
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@@ -1781,7 +1781,7 @@ bool AfterLoadGame()
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}
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break;
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case MP_STREET: /* Clear PBS reservation on crossing */
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case MP_ROAD: /* Clear PBS reservation on crossing */
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if (IsLevelCrossing(t)) CLRBIT(_m[t].m5, 0);
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break;
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