Fix adjacent level crossings left barred after removing middle of crossing
See: #517
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@@ -2724,7 +2724,7 @@ void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_close)
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}
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}
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void MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(TileIndex tile, Axis road_axis)
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void MarkDirtyAdjacentLevelCrossingTilesOnAdd(TileIndex tile, Axis road_axis)
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{
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if (!_settings_game.vehicle.adjacent_crossings) return;
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@@ -2738,6 +2738,29 @@ void MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(TileIndex tile, Axis road_ax
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}
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}
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void UpdateAdjacentLevelCrossingTilesOnRemove(TileIndex tile, Axis road_axis)
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{
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const DiagDirection dir1 = AxisToDiagDir(road_axis);
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const DiagDirection dir2 = ReverseDiagDir(dir1);
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for (DiagDirection dir : { dir1, dir2 }) {
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const TileIndexDiff diff = TileOffsByDiagDir(dir);
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bool occupied = false;
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for (TileIndex t = tile + diff; IsValidTile(t) && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
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occupied |= CheckLevelCrossing(t);
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}
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if (!occupied) {
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for (TileIndex t = tile + diff; IsValidTile(t) && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
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UpdateLevelCrossingTile(t, false, true, false);
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}
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} else {
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const TileIndex t = tile + diff;
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if (IsValidTile(t) && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
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MarkTileDirtyByTile(t, VMDF_NOT_MAP_MODE);
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}
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}
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}
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}
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/**
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* Check if the level crossing is occupied by road vehicle(s).
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* @param t The tile to query.
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