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(svn r21466) -Codechange: make VehicleHasDepotOrders a function of Vehicle.
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@ -1445,17 +1445,14 @@ void RemoveOrderFromAllVehicles(OrderType type, DestinationID destination)
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}
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/**
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*
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* Checks if a vehicle has a GOTO_DEPOT in his order list
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*
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* @return True if this is true (lol ;))
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*
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* Checks if a vehicle has a depot in its order list.
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* @return True iff at least one order is a depot order.
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*/
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bool VehicleHasDepotOrders(const Vehicle *v)
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bool Vehicle::HasDepotOrder() const
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{
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const Order *order;
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FOR_VEHICLE_ORDERS(v, order) {
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FOR_VEHICLE_ORDERS(this, order) {
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if (order->IsType(OT_GOTO_DEPOT)) return true;
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}
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@ -19,7 +19,6 @@
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/* Functions */
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void RemoveOrderFromAllVehicles(OrderType type, DestinationID destination);
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void InvalidateVehicleOrder(const Vehicle *v, int data);
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bool VehicleHasDepotOrders(const Vehicle *v);
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void CheckOrders(const Vehicle*);
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void DeleteVehicleOrders(Vehicle *v, bool keep_orderlist = false);
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bool ProcessOrders(Vehicle *v);
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@ -158,8 +158,8 @@ bool Vehicle::NeedsServicing() const
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bool Vehicle::NeedsAutomaticServicing() const
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{
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if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false;
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if (this->current_order.IsType(OT_LOADING)) return false;
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if (_settings_game.order.gotodepot && this->HasDepotOrder()) return false;
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if (this->current_order.IsType(OT_LOADING)) return false;
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if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
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return NeedsServicing();
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}
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@ -658,6 +658,7 @@ public:
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}
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bool IsEngineCountable() const;
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bool HasDepotOrder() const;
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};
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#define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
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