(svn r10770) -Codechange: use the pool item class as super class for the vehicle struct.
-Codechange: do not force "special" vehicles to be allocated in the low 1024 vehicle slots and non "special" vehicles in the rest of the slots.
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@@ -185,7 +185,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *vl[11];
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memset(&vl, 0, sizeof(vl));
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if (!AllocateVehicles(vl, num_vehicles)) {
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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@@ -372,7 +372,7 @@ CommandCost CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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InvalidateWindow(WC_COMPANY, v->owner);
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DeleteWindowById(WC_VEHICLE_VIEW, v->index);
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DeleteDepotHighlightOfVehicle(v);
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DeleteVehicle(v);
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delete v;
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}
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return CommandCost(-v->value);
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@@ -610,7 +610,7 @@ static void DeleteLastRoadVeh(Vehicle *v)
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BeginVehicleMove(v);
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EndVehicleMove(v);
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DeleteVehicle(v);
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delete v;
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}
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static byte SetRoadVehPosition(Vehicle *v, int x, int y)
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