(svn r15541) -Revert (r15399): 'v->cargo_type' is also used in other places, which cannot accept CT_INVALID.
-Codechange: Add Engine::GetDefaultCargoType() and Engine::CanCarryCargo() and use them. -Fix [FS#2617]: When articulated parts have no available default cargo, use the cargo type of the first part for livery selection. -Change: To decide whether a vehicle is refittable do not test its current capacity for being zero, but always use the 'capacity property'. Note: The property is used unmodifed without calling CB 15/36. By setting it to a non-zero value and returning zero in the callback vehicles can be refitted to/from zero capacity for e.g. livery effects. Note: It is intentional that you cannot control refittability by CB 36.
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@@ -737,6 +737,9 @@ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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const Engine *e = GetEngine(p1);
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CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
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/* Engines without valid cargo should not be available */
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if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
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if (flags & DC_QUERY_COST) return value;
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/* The ai_new queries the vehicle cost before building the route,
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@@ -772,7 +775,7 @@ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
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v->spritenum = svi->image_index;
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v->cargo_type = svi->cargo_type;
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v->cargo_type = e->GetDefaultCargoType();
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v->cargo_subtype = 0;
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v->cargo_cap = svi->capacity;
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v->value = value.GetCost();
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