Add train weight, power, and max TE tracerestrict conditionals.
Minor refactorings.
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@@ -759,6 +759,67 @@ uint ConvertDisplaySpeedToKmhishSpeed(uint speed)
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{
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return _units_velocity[_settings_game.locale.units_velocity].c.FromDisplay(speed * 16, true, 10);
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}
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/**
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* Convert the given internal weight to the display weight.
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* @param weight the weight to convert
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* @return the converted weight.
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*/
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uint ConvertWeightToDisplayWeight(uint weight)
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{
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return _units_weight[_settings_game.locale.units_weight].c.ToDisplay(weight);
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}
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/**
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* Convert the given display weight to the (internal) weight.
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* @param weight the weight to convert
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* @return the converted weight.
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*/
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uint ConvertDisplayWeightToWeight(uint weight)
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{
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return _units_weight[_settings_game.locale.units_weight].c.FromDisplay(weight);
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}
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/**
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* Convert the given internal power to the display power.
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* @param power the power to convert
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* @return the converted power.
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*/
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uint ConvertPowerToDisplayPower(uint power)
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{
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return _units_power[_settings_game.locale.units_power].c.ToDisplay(power);
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}
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/**
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* Convert the given display power to the (internal) power.
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* @param power the power to convert
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* @return the converted power.
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*/
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uint ConvertDisplayPowerToPower(uint power)
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{
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return _units_power[_settings_game.locale.units_power].c.FromDisplay(power);
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}
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/**
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* Convert the given internal force to the display force.
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* @param force the force to convert
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* @return the converted force.
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*/
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uint ConvertForceToDisplayForce(uint force)
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{
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return _units_force[_settings_game.locale.units_force].c.ToDisplay(force);
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}
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/**
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* Convert the given display force to the (internal) force.
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* @param force the force to convert
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* @return the converted force.
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*/
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uint ConvertDisplayForceToForce(uint force)
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{
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return _units_force[_settings_game.locale.units_force].c.FromDisplay(force);
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}
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/**
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* Parse most format codes within a string and write the result to a buffer.
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* @param buff The buffer to write the final string to.
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