Tidy up dead code in DeleteOilRig
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@@ -4391,44 +4391,6 @@ void DeleteOilRig(TileIndex tile)
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assert(st->facilities == (FACIL_AIRPORT | FACIL_DOCK) && st->airport.type == AT_OILRIG);
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assert(st->facilities == (FACIL_AIRPORT | FACIL_DOCK) && st->airport.type == AT_OILRIG);
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delete st;
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delete st;
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return;
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MakeShipStationAreaSmaller(st);
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if (st->ship_station.tile == INVALID_TILE) {
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st->ship_station.Clear();
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st->docking_station.Clear();
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st->docking_tiles.clear();
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st->facilities &= ~FACIL_DOCK;
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}
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st->airport.Clear();
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st->facilities &= ~FACIL_AIRPORT;
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st->airport.flags = 0;
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st->rect.AfterRemoveTile(st, tile);
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st->UpdateVirtCoord();
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st->RecomputeCatchment();
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if (!st->IsInUse()) {
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delete st;
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} else {
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st->industry = nullptr;
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/* All ships that were going to our station, can't go to it anymore.
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* Just clear the order, then automatically the next appropriate order
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* will be selected and in case of no appropriate order it will just
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* wander around the world. */
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if (!(st->facilities & FACIL_DOCK)) {
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Ship *s;
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FOR_ALL_SHIPS(s) {
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if (s->current_order.IsType(OT_LOADING) && s->current_order.GetDestination() == st->index) {
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s->LeaveStation();
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}
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if (s->current_order.IsType(OT_GOTO_STATION) && s->current_order.GetDestination() == st->index) {
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s->SetDestTile(s->GetOrderStationLocation(st->index));
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}
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}
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}
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}
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}
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}
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static void ChangeTileOwner_Station(TileIndex tile, Owner old_owner, Owner new_owner)
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static void ChangeTileOwner_Station(TileIndex tile, Owner old_owner, Owner new_owner)
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