Initial whitespace, formatting, file headers and NULL usage fixes.
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@@ -52,13 +52,12 @@
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#include "gamelog.h"
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#include "linkgraph/linkgraph.h"
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#include "linkgraph/refresh.h"
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#include "tbtr_template_vehicle_func.h"
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#include "table/strings.h"
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#include "safeguards.h"
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#include "tbtr_template_vehicle_func.h"
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#define GEN_HASH(x, y) ((GB((y), 6 + ZOOM_LVL_SHIFT, 6) << 6) + GB((x), 7 + ZOOM_LVL_SHIFT, 6))
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VehicleID _new_vehicle_id;
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@@ -840,22 +839,21 @@ void VehicleEnteredDepotThisTick(Vehicle *v)
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/* Template Replacement Setup stuff */
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bool stayInDepot = v->current_order.GetDepotActionType();
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TemplateReplacement *tr = GetTemplateReplacementByGroupID(v->group_id);
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if ( tr ) {
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if ( stayInDepot ) _vehicles_to_templatereplace[(Train*)v] = true;
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else _vehicles_to_templatereplace[(Train*)v] = false;
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}
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/* Moved the assignment for auto replacement here to prevent auto replacement
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* from happening if template replacement is also scheduled */
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else
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if (tr != NULL) {
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_vehicles_to_templatereplace[(Train*) v] = stayInDepot;
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} else {
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/* Moved the assignment for auto replacement here to prevent auto replacement
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* from happening if template replacement is also scheduled */
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/* Vehicle should stop in the depot if it was in 'stopping' state */
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_vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED);
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}
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/* We ALWAYS set the stopped state. Even when the vehicle does not plan on
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* stopping in the depot, so we stop it to ensure that it will not reserve
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* the path out of the depot before we might autoreplace it to a different
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* engine. The new engine would not own the reserved path we store that we
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* stopped the vehicle, so autoreplace can start it again */
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v->vehstatus |= VS_STOPPED;
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}
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@@ -1024,7 +1022,6 @@ void CallVehicleTicks()
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/* do Template Replacement */
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Backup<CompanyByte> tmpl_cur_company(_current_company, FILE_LINE);
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for (TemplateReplacementMap::iterator it = _vehicles_to_templatereplace.Begin(); it != _vehicles_to_templatereplace.End(); it++) {
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Train *t = it->first;
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tmpl_cur_company.Change(t->owner);
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