(svn r21845) -Codechange: move documentation towards the code to make it more likely to be updates [d-m].
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@@ -2644,6 +2644,10 @@ void InitializeIndustries()
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_industry_builder.Reset();
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}
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/**
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* Is an industry with the spec a raw industry?
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* @return true if it should be handled as a raw industry
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*/
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bool IndustrySpec::IsRawIndustry() const
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{
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/* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
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@@ -2651,6 +2655,10 @@ bool IndustrySpec::IsRawIndustry() const
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(this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
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}
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/**
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* Get the cost for constructing this industry
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* @return the cost (inflation corrected etc)
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*/
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Money IndustrySpec::GetConstructionCost() const
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{
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/* Building raw industries like secondary uses different price base */
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@@ -2658,11 +2666,21 @@ Money IndustrySpec::GetConstructionCost() const
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PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
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}
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/**
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* Get the cost for removing this industry
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* Take note that the cost will always be zero for non-grf industries.
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* Only if the grf author did specified a cost will it be applicable.
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* @return the cost (inflation corrected etc)
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*/
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Money IndustrySpec::GetRemovalCost() const
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{
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return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
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}
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/**
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* Determines whether this industrytype uses smooth economy or whether it uses standard/newgrf production changes.
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* @return true if smooth economy is used.
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*/
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bool IndustrySpec::UsesSmoothEconomy() const
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{
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return _settings_game.economy.smooth_economy &&
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