(svn r21932) -Document: some tidbits related to vehicles
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@@ -473,6 +473,11 @@ static uint FixVehicleInclination(Vehicle *v, Direction dir)
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return 1U << GVF_GOINGUP_BIT;
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}
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/**
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* Perform a (large) amount of savegame conversion *magic* in order to
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* load older savegames and to fill the caches for various purposes.
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* @return True iff conversion went without a problem.
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*/
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bool AfterLoadGame()
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{
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SetSignalHandlers();
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@@ -163,6 +163,11 @@ static void FixOldTowns()
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static StringID *_old_vehicle_names;
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/**
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* Convert the old style vehicles into something that resembles
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* the old new style savegames. Then #AfterLoadGame can handle
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* the rest of the conversion.
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*/
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void FixOldVehicles()
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{
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Vehicle *v;
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@@ -1212,6 +1217,12 @@ static const OldChunks vehicle_chunk[] = {
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OCL_END()
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};
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/**
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* Load the vehicles of an old style savegame.
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* @param ls State (buffer) of the currently loaded game.
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* @param num The number of vehicles to load.
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* @return True iff loading went without problems.
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*/
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bool LoadOldVehicle(LoadgameState *ls, int num)
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{
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/* Read the TTDPatch flags, because we need some info from it */
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@@ -22,7 +22,7 @@
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#include <map>
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/*
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/**
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* Link front and rear multiheaded engines to each other
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* This is done when loading a savegame
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*/
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