Add road vehicle state to UpdateViewport()->GetImage() var whitelist.
Minor refactoring of var check.
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@@ -1949,6 +1949,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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/* Frame should be equal to the next frame number in the RV's movement */
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assert(frame == rv->frame + 1);
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rv->tile = tile;
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = RVSB_WORMHOLE;
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rv->vehstatus |= VS_HIDDEN;
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return VETSB_ENTERED_WORMHOLE;
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@@ -1960,6 +1961,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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/* We're at the tunnel exit ?? */
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if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
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rv->tile = tile;
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = DiagDirToDiagTrackdir(vdir);
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rv->frame = frame;
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rv->vehstatus &= ~VS_HIDDEN;
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@@ -1990,6 +1992,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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case VEH_ROAD: {
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RoadVehicle *rv = RoadVehicle::From(v);
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = RVSB_WORMHOLE;
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/* There are no slopes inside bridges / tunnels. */
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ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
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@@ -2019,6 +2022,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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case VEH_ROAD: {
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RoadVehicle *rv = RoadVehicle::From(v);
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if (rv->state == RVSB_WORMHOLE) {
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rv->cur_image_valid_dir = INVALID_DIR;
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rv->state = DiagDirToDiagTrackdir(vdir);
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rv->frame = 0;
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return VETSB_ENTERED_WORMHOLE;
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