Initial implementation of road waypoints
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@@ -1234,7 +1234,7 @@ bool AfterLoadGame()
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break;
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case MP_STATION:
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if (IsRoadStop(t)) SB(_me[t].m7, 6, 2, 1);
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if (IsStationRoadStop(t)) SB(_me[t].m7, 6, 2, 1);
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break;
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case MP_TUNNELBRIDGE:
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@@ -1288,7 +1288,7 @@ bool AfterLoadGame()
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break;
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case MP_STATION:
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if (!IsRoadStop(t)) break;
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if (!IsStationRoadStop(t)) break;
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if (fix_roadtypes) SB(_me[t].m7, 6, 2, (RoadTypes)GB(_m[t].m3, 0, 3));
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SB(_me[t].m7, 0, 5, HasBit(_me[t].m6, 2) ? OWNER_TOWN : GetTileOwner(t));
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@@ -1445,7 +1445,7 @@ bool AfterLoadGame()
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has_road = true;
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break;
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case MP_STATION:
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has_road = IsRoadStop(t);
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has_road = IsAnyRoadStop(t);
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break;
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case MP_TUNNELBRIDGE:
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has_road = GetTunnelBridgeTransportType(t) == TRANSPORT_ROAD;
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@@ -1499,7 +1499,7 @@ bool AfterLoadGame()
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has_road = true;
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break;
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case MP_STATION:
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has_road = IsRoadStop(t);
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has_road = IsAnyRoadStop(t);
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break;
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case MP_TUNNELBRIDGE:
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has_road = GetTunnelBridgeTransportType(t) == TRANSPORT_ROAD;
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