Merge branch 'master' into jgrpp
# Conflicts: # src/ai/ai_core.cpp # src/ai/ai_gui.cpp # src/ai/ai_instance.cpp # src/console_cmds.cpp # src/engine_type.h # src/game/game_gui.cpp # src/game/game_instance.cpp # src/goal.cpp # src/goal_cmd.h # src/lang/english.txt # src/lang/estonian.txt # src/network/network_client.cpp # src/newgrf.cpp # src/newgrf_generic.h # src/openttd.cpp # src/saveload/saveload.h # src/script/api/script_log.cpp # src/script/api/script_town.cpp # src/settings_table.cpp # src/station_cmd.cpp # src/station_cmd.h # src/station_map.h # src/strings.cpp # src/table/settings/difficulty_settings.ini # src/table/settings/gui_settings.ini # src/tbtr_template_gui_main.h # src/timetable_cmd.cpp # src/timetable_cmd.h # src/timetable_gui.cpp # src/town_gui.cpp # src/train_gui.cpp # src/water_cmd.cpp
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@@ -3243,7 +3243,6 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth, bool
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Aircraft *a = Aircraft::From(v);
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if (a->state == FLYING && a->targetairport != closestDepot.destination) {
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/* The aircraft is now heading for a different hangar than the next in the orders */
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extern void AircraftNextAirportPos_and_Order(Aircraft *a);
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AircraftNextAirportPos_and_Order(a);
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}
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}
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@@ -3417,7 +3416,6 @@ bool ProcessOrders(Vehicle *v)
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if (order == nullptr || (v->type == VEH_AIRCRAFT && !CheckForValidOrders(v))) {
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if (v->type == VEH_AIRCRAFT) {
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/* Aircraft do something vastly different here, so handle separately */
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extern void HandleMissingAircraftOrders(Aircraft *v);
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HandleMissingAircraftOrders(Aircraft::From(v));
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return false;
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}
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