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(svn r16525) -Codechange: Notify small ufos on deletion of road vehicles, so they can head for somewhere else instead of stumbling over a ghost.
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@ -314,10 +314,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
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} else {
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/* Target a vehicle */
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Vehicle *u_tmp = Vehicle::Get(v->dest_tile);
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if (u_tmp == NULL || u_tmp->type != VEH_ROAD || !IsRoadVehFront(u_tmp)) {
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delete v;
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return false;
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}
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assert(u_tmp != NULL && u_tmp->type == VEH_ROAD && IsRoadVehFront(u_tmp));
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RoadVehicle *u = (RoadVehicle *)u_tmp;
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uint dist = Delta(v->x_pos, u->x_pos) + Delta(v->y_pos, u->y_pos);
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@ -948,6 +945,26 @@ void ReleaseDisastersTargetingIndustry(IndustryID i)
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}
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}
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/** Notify disasters that we are about to delete a vehicle. So make them head elsewhere.
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* @param vehicle deleted vehicle
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*/
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void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
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{
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DisasterVehicle *v;
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FOR_ALL_DISASTERVEHICLES(v) {
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/* primary disaster vehicles that have chosen target */
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if (v->subtype == ST_SMALL_UFO) {
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if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {
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/* Revert to target-searching */
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v->current_order.SetDestination(0);
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v->dest_tile = RandomTile();
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v->z_pos = 135;
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v->age = 0;
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}
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}
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}
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}
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void DisasterVehicle::UpdateDeltaXY(Direction direction)
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{
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this->x_offs = -1;
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@ -1841,6 +1841,19 @@ bool AfterLoadGame()
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}
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}
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if (CheckSavegameVersion(121)) {
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/* Delete small ufos heading for non-existing vehicles */
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Vehicle *v;
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FOR_ALL_DISASTERVEHICLES(v) {
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if (v->subtype == 2/*ST_SMALL_UFO*/ && v->current_order.GetDestination() != 0) {
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const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
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if (u == NULL || u->type != VEH_ROAD || !IsRoadVehFront(u)) {
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delete v;
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}
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}
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}
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}
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AfterLoadLabelMaps();
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GamelogPrintDebug(1);
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@ -554,6 +554,8 @@ void Vehicle::PreDestructor()
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extern void StopGlobalFollowVehicle(const Vehicle *v);
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StopGlobalFollowVehicle(this);
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ReleaseDisastersTargetingVehicle(this->index);
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}
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Vehicle::~Vehicle()
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@ -168,4 +168,6 @@ extern uint16 _returned_refit_capacity;
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bool CanVehicleUseStation(EngineID engine_type, const struct Station *st);
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bool CanVehicleUseStation(const Vehicle *v, const struct Station *st);
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void ReleaseDisastersTargetingVehicle(VehicleID vehicle);
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#endif /* VEHICLE_FUNC_H */
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