(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
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@@ -285,7 +285,7 @@ void Order::AssignOrder(const Order &other)
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/**
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* Delete all news items regarding defective orders about a vehicle
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* This could kill still valid warnings (for example about void order when just
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* another order gets added), but assume the player will notice the problems,
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* another order gets added), but assume the company will notice the problems,
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* when (s)he's changing the orders.
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*/
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static void DeleteOrderWarnings(const Vehicle* v)
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@@ -437,7 +437,7 @@ CommandCost CmdInsertOrder(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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}
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}
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} else {
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if (!IsPlayerBuildableVehicleType(v)) return CMD_ERROR;
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if (!IsCompanyBuildableVehicleType(v)) return CMD_ERROR;
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}
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if (new_order.GetNonStopType() != ONSF_STOP_EVERYWHERE && v->type != VEH_TRAIN && v->type != VEH_ROAD) return CMD_ERROR;
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@@ -495,7 +495,7 @@ CommandCost CmdInsertOrder(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (!HasOrderPoolFree(1)) return_cmd_error(STR_8831_NO_MORE_SPACE_FOR_ORDERS);
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if (v->type == VEH_SHIP && IsHumanPlayer(v->owner) && _settings_game.pf.pathfinder_for_ships != VPF_NPF) {
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if (v->type == VEH_SHIP && IsHumanCompany(v->owner) && _settings_game.pf.pathfinder_for_ships != VPF_NPF) {
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/* Make sure the new destination is not too far away from the previous */
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const Order *prev = NULL;
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uint n = 0;
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@@ -1390,7 +1390,7 @@ void CheckOrders(const Vehicle* v)
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if (v->FirstShared() != v) return;
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/* Only check every 20 days, so that we don't flood the message log */
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if (v->owner == _local_player && v->day_counter % 20 == 0) {
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if (v->owner == _local_company && v->day_counter % 20 == 0) {
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int n_st, problem_type = -1;
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const Order *order;
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int message = 0;
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