Merge branch 'master' into jgrpp
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@@ -1431,12 +1431,12 @@ struct BuildVehicleWindow : BuildVehicleWindowBase {
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this->eng_list.ForceRebuild();
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this->GenerateBuildList(); // generate the list, since we need it in the next line
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/* Select the first engine in the list as default when opening the window */
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if (this->eng_list.size() > 0) {
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this->SelectEngine(this->eng_list[0].engine_id);
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} else {
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this->SelectEngine(INVALID_ENGINE);
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}
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/* Select the first unshaded engine in the list as default when opening the window */
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EngineID engine = INVALID_ENGINE;
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auto it = std::find_if(this->eng_list.begin(), this->eng_list.end(), [&](GUIEngineListItem &item){ return (item.flags & EngineDisplayFlags::Shaded) == EngineDisplayFlags::None; });
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if (it != this->eng_list.end()) engine = it->engine_id;
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this->SelectEngine(engine);
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}
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/** Set the filter type according to the depot type */
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@@ -2363,11 +2363,10 @@ struct BuildVehicleWindowTrainAdvanced final : BuildVehicleWindowBase {
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void SelectFirstEngine(PanelState &state)
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{
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if (state.eng_list.empty()) {
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this->SelectEngine(state, INVALID_ENGINE);
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} else {
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this->SelectEngine(state, state.eng_list[0].engine_id);
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}
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EngineID engine = INVALID_ENGINE;
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auto it = std::find_if(state.eng_list.begin(), state.eng_list.end(), [&](GUIEngineListItem &item){ return (item.flags & EngineDisplayFlags::Shaded) == EngineDisplayFlags::None; });
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if (it != state.eng_list.end()) engine = it->engine_id;
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this->SelectEngine(state, engine);
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}
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void SelectEngine(PanelState &state, const EngineID engine)
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