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(svn r21166) -Codechange: Move MaybeNewIndustry() to IndustryBuildData::TryBuildNewIndustry().
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@ -143,4 +143,13 @@ void ReleaseDisastersTargetingIndustry(IndustryID);
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#define FOR_ALL_INDUSTRIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Industry, industry_index, var, start)
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#define FOR_ALL_INDUSTRIES(var) FOR_ALL_INDUSTRIES_FROM(var, 0)
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/**
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* Data for managing the number and type of industries in the game.
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*/
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struct IndustryBuildData {
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void TryBuildNewIndustry();
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};
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extern IndustryBuildData _industry_builder;
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#endif /* INDUSTRY_H */
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@ -59,6 +59,7 @@ uint16 Industry::counts[NUM_INDUSTRYTYPES];
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IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
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IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
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IndustryBuildData _industry_builder; ///< In-game manager of industries.
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/**
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* This function initialize the spec arrays of both
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@ -2051,7 +2052,7 @@ struct ProbabilityHelper {
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/**
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* Try to create a random industry, during gameplay
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*/
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static void MaybeNewIndustry()
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void IndustryBuildData::TryBuildNewIndustry()
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{
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uint num = 0;
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ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
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@ -2454,7 +2455,7 @@ void IndustryDailyLoop()
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for (uint16 j = 0; j < change_loop; j++) {
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/* 3% chance that we start a new industry */
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if (Chance16(3, 100)) {
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MaybeNewIndustry();
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_industry_builder.TryBuildNewIndustry();
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} else {
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Industry *i = Industry::GetRandom();
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if (i != NULL) {
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