Chunnel: Adjust struct Tunnel constructor
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@@ -2040,9 +2040,7 @@ bool AfterLoadGame()
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if (!Tunnel::CanAllocateItem()) return false;
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Tunnel *t = new Tunnel(start_tile);
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t->tile_s = end_tile;
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t->is_chunnel = 0;
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const Tunnel *t = new Tunnel(start_tile, end_tile, false);
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_m[start_tile].m2 = t->index;
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_m[end_tile].m2 = t->index;
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@@ -26,7 +26,8 @@ struct Tunnel : TunnelPool::PoolItem<&_tunnel_pool> {
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TileIndex tile_s; // South tile of tunnel.
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bool is_chunnel;
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Tunnel(TileIndex tile_n = INVALID_TILE) : tile_n(tile_n) {}
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Tunnel() {}
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Tunnel(TileIndex tile_n, TileIndex tile_s, bool is_chunnel) : tile_n(tile_n), tile_s(tile_s), is_chunnel(is_chunnel) {}
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~Tunnel();
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static inline Tunnel *GetByTile(TileIndex tile)
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@@ -814,9 +814,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1,
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if(start_tile > end_tile) Swap(tn, ts);
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if (!Tunnel::CanAllocateItem()) return CMD_ERROR;
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Tunnel *t = new Tunnel(tn);
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t->tile_s = ts;
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t->is_chunnel = is_chunnel;
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const Tunnel *t = new Tunnel(tn, ts, is_chunnel);
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if (transport_type == TRANSPORT_RAIL) {
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if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
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