(svn r15101) -Change [API CHANGE]: more consistant naming for consts:
INVALID_TOWN_RATING -> TOWN_RATING_INVALID INVALID_TRANSPORT -> TRANSPORT_INVALID INVALID_ORDER -> ORDER_INVALID INVALID_GROUP -> GROUP_INVALID GROUP_ALL/DEFAULT -> ALL/DEFAULT_GROUP VEHICLE_RAIL/ROAD/.. -> VT_RAIL/ROAD/.. MY_COMPANY -> COMPANY_SELF FIRST/LAST/INVALID_COMPANY -> COMPANY_FIRST/LAST/INVALID
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@@ -341,7 +341,7 @@ function Rail::_GetTunnelsBridges(last_node, cur_node, bridge_dir)
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for (local i = 2; i < this._max_bridge_length; i++) {
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local bridge_list = AIBridgeList_Length(i + 1);
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local target = cur_node + i * (cur_node - last_node);
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if (!bridge_list.IsEmpty() && AIBridge.BuildBridge(AIVehicle.VEHICLE_RAIL, bridge_list.Begin(), cur_node, target)) {
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if (!bridge_list.IsEmpty() && AIBridge.BuildBridge(AIVehicle.VT_RAIL, bridge_list.Begin(), cur_node, target)) {
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tiles.push([target, bridge_dir]);
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}
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}
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@@ -353,7 +353,7 @@ function Rail::_GetTunnelsBridges(last_node, cur_node, bridge_dir)
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local tunnel_length = AIMap.DistanceManhattan(cur_node, other_tunnel_end);
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local prev_tile = cur_node + (cur_node - other_tunnel_end) / tunnel_length;
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if (AITunnel.GetOtherTunnelEnd(other_tunnel_end) == cur_node && tunnel_length >= 2 &&
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prev_tile == last_node && tunnel_length < _max_tunnel_length && AITunnel.BuildTunnel(AIVehicle.VEHICLE_RAIL, cur_node)) {
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prev_tile == last_node && tunnel_length < _max_tunnel_length && AITunnel.BuildTunnel(AIVehicle.VT_RAIL, cur_node)) {
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tiles.push([other_tunnel_end, bridge_dir]);
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}
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return tiles;
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@@ -300,7 +300,7 @@ function Road::_GetTunnelsBridges(last_node, cur_node, bridge_dir)
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for (local i = 2; i < this._max_bridge_length; i++) {
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local bridge_list = AIBridgeList_Length(i + 1);
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local target = cur_node + i * (cur_node - last_node);
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if (!bridge_list.IsEmpty() && AIBridge.BuildBridge(AIVehicle.VEHICLE_ROAD, bridge_list.Begin(), cur_node, target)) {
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if (!bridge_list.IsEmpty() && AIBridge.BuildBridge(AIVehicle.VT_ROAD, bridge_list.Begin(), cur_node, target)) {
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tiles.push([target, bridge_dir]);
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}
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}
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@@ -312,7 +312,7 @@ function Road::_GetTunnelsBridges(last_node, cur_node, bridge_dir)
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local tunnel_length = AIMap.DistanceManhattan(cur_node, other_tunnel_end);
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local prev_tile = cur_node + (cur_node - other_tunnel_end) / tunnel_length;
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if (AITunnel.GetOtherTunnelEnd(other_tunnel_end) == cur_node && tunnel_length >= 2 &&
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prev_tile == last_node && tunnel_length < _max_tunnel_length && AITunnel.BuildTunnel(AIVehicle.VEHICLE_ROAD, cur_node)) {
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prev_tile == last_node && tunnel_length < _max_tunnel_length && AITunnel.BuildTunnel(AIVehicle.VT_ROAD, cur_node)) {
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tiles.push([other_tunnel_end, bridge_dir]);
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}
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return tiles;
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