Vehicle repair costs patch: whitespace fixes.
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@@ -365,19 +365,19 @@ void AfterLoadVehicles(bool part_of_load)
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}
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}
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if ( IsSavegameVersionBefore( SL_REPAIRCOST )) {
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if (IsSavegameVersionBefore(SL_REPAIRCOST)) {
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/* repair cost is value for new vehicles and each week +/256 part for old */
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FOR_ALL_VEHICLES(v) {
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if (!v->IsPrimaryVehicle()) continue;
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v->repair_cost = v->value;
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for(int w = 0; w < v->age / 7; w++, v->repair_cost += v->repair_cost >> 8 );
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for (int w = 0; w < v->age / 7; w++, v->repair_cost += v->repair_cost >> 8);
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//DEBUG(misc,0, "eid#%d, value=%lld, weeks=%d/%d, repair cost=%lld",
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// v->engine_type, (int64)v->value, v->age, v->max_age, (int64)v->repair_cost );
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if ( v->age > v->max_age ) {
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Date weeks = (v->age - v->max_age)/7;
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for(int w = 0; w < weeks; w++, v->repair_cost += v->repair_cost >> 8 );
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if (v->age > v->max_age) {
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Date weeks = (v->age - v->max_age) / 7;
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for (int w = 0; w < weeks; w++, v->repair_cost += v->repair_cost >> 8);
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//DEBUG(misc,0, "OLD: value=%lld, weeks=%d, repair cost=%lld", (int64)v->value, weeks, (int64)v->repair_cost );
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}
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}
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@@ -702,7 +702,7 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
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SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, 51, 67),
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SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
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SLE_CONDVAR(Vehicle, value, SLE_INT64, 65, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, repair_cost, SLE_INT64, SL_REPAIRCOST, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, repair_cost, SLE_INT64, SL_REPAIRCOST, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION),
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@@ -99,24 +99,28 @@ void VehicleServiceInDepot(Vehicle *v)
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do {
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v->date_of_last_service = _date;
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if ( _settings_game.vehicle.pay_for_repair && v->breakdowns_since_last_service ) {
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if (_settings_game.vehicle.pay_for_repair && v->breakdowns_since_last_service) {
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ExpensesType type = INVALID_EXPENSES;
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_current_company = v->owner;
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switch (v->type) {
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case VEH_AIRCRAFT:
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type = EXPENSES_AIRCRAFT_RUN;
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break;
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case VEH_TRAIN:
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type = EXPENSES_TRAIN_RUN;
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break;
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case VEH_SHIP:
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type = EXPENSES_SHIP_RUN;
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break;
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case VEH_ROAD:
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type = EXPENSES_ROADVEH_RUN;
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break;
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default:
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NOT_REACHED();
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case VEH_AIRCRAFT:
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type = EXPENSES_AIRCRAFT_RUN;
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break;
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case VEH_TRAIN:
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type = EXPENSES_TRAIN_RUN;
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break;
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case VEH_SHIP:
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type = EXPENSES_SHIP_RUN;
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break;
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case VEH_ROAD:
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type = EXPENSES_ROADVEH_RUN;
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break;
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default:
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NOT_REACHED();
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}
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assert(type != INVALID_EXPENSES);
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Money repair_cost = (v->breakdowns_since_last_service * v->repair_cost / _settings_game.vehicle.repair_cost) + 1;
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