Merge branch 'master' into jgrpp-nrt
Merge NRT feature # Conflicts: # docs/landscape.html # docs/landscape_grid.html # src/bridge_map.h # src/build_vehicle_gui.cpp # src/company_base.h # src/company_cmd.cpp # src/misc_gui.cpp # src/newgrf.cpp # src/newgrf_engine.cpp # src/pathfinder/follow_track.hpp # src/pathfinder/npf/npf.cpp # src/road_cmd.cpp # src/road_func.h # src/road_gui.cpp # src/road_map.h # src/road_type.h # src/roadveh_cmd.cpp # src/saveload/afterload.cpp # src/saveload/company_sl.cpp # src/script/api/script_bridge.cpp # src/table/newgrf_debug_data.h # src/tile_cmd.h # src/town_cmd.cpp # src/tunnel_map.h # src/tunnelbridge_cmd.cpp
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@@ -423,6 +423,14 @@ void AfterLoadVehicles(bool part_of_load)
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RoadVehicle *rv = RoadVehicle::From(v);
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if (rv->IsFrontEngine()) {
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rv->gcache.last_speed = rv->cur_speed; // update displayed road vehicle speed
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rv->roadtype = Engine::Get(rv->engine_type)->u.road.roadtype;
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rv->compatible_roadtypes = GetRoadTypeInfo(rv->roadtype)->powered_roadtypes;
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for (RoadVehicle *u = rv; u != nullptr; u = u->Next()) {
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u->roadtype = rv->roadtype;
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u->compatible_roadtypes = rv->compatible_roadtypes;
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}
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RoadVehUpdateCache(rv);
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if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) {
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rv->CargoChanged();
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@@ -461,13 +469,7 @@ void AfterLoadVehicles(bool part_of_load)
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FOR_ALL_VEHICLES(v) {
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switch (v->type) {
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case VEH_ROAD: {
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RoadVehicle *rv = RoadVehicle::From(v);
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rv->roadtype = HasBit(EngInfo(v->First()->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
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rv->compatible_roadtypes = RoadTypeToRoadTypes(rv->roadtype);
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FALLTHROUGH;
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}
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case VEH_ROAD:
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case VEH_TRAIN:
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case VEH_SHIP:
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v->GetImage(v->direction, EIT_ON_MAP, &v->sprite_seq);
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