(svn r9869) -Codechange: replace some bytes with VehicleType, i.e. more type strictness.
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@@ -62,7 +62,7 @@ void InvalidateAutoreplaceWindow(EngineID e)
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/** When an engine is made buildable or is removed from being buildable, add/remove it from the build/autoreplace lists
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* @param type The type of engine
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*/
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void AddRemoveEngineFromAutoreplaceAndBuildWindows(byte type)
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void AddRemoveEngineFromAutoreplaceAndBuildWindows(VehicleType type)
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{
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_rebuild_left_list = false; // left list is only for the vehicles the player owns and is not related to being buildable
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_rebuild_right_list = true;
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@@ -202,7 +202,7 @@ static void GenerateLists(Window *w)
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}
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void DrawEngineList(byte type, int x, int y, const EngineList eng_list, uint16 min, uint16 max, EngineID selected_id, bool show_count);
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void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, uint16 min, uint16 max, EngineID selected_id, bool show_count);
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static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
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{
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@@ -296,7 +296,7 @@ static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
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EngineID end = min((i == 0 ? w->vscroll.cap : w->vscroll2.cap) + start, EngList_Count(&list));
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/* Do the actual drawing */
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DrawEngineList(w->window_number, x, 15, list, start, end, WP(w, replaceveh_d).sel_engine[i], i == 0);
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DrawEngineList((VehicleType)w->window_number, x, 15, list, start, end, WP(w, replaceveh_d).sel_engine[i], i == 0);
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/* Also draw the details if an engine is selected */
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if (WP(w, replaceveh_d).sel_engine[i] != INVALID_ENGINE) {
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@@ -480,7 +480,7 @@ static const WindowDesc _replace_ship_aircraft_vehicle_desc = {
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};
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void ShowReplaceVehicleWindow(byte vehicletype)
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void ShowReplaceVehicleWindow(VehicleType vehicletype)
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{
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Window *w;
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