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(svn r9752) -Codechange: remove some duplication related to BeginLoading.
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@ -1509,15 +1509,7 @@ static void AircraftEntersTerminal(Vehicle *v)
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0);
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}
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Order old_order = v->current_order;
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v->BeginLoading();
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v->current_order.flags = 0;
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if (old_order.type == OT_GOTO_STATION &&
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v->current_order.dest == v->last_station_visited) {
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v->current_order.flags =
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(old_order.flags & (OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER)) | OF_NON_STOP;
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}
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SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
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LoadUnloadVehicle(v, true);
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@ -1569,7 +1569,6 @@ again:
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if (v->current_order.type != OT_LEAVESTATION &&
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v->current_order.type != OT_GOTO_DEPOT) {
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/* Vehicle has arrived at a bay in a road stop */
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Order old_order;
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if (IsDriveThroughStopTile(v->tile)) {
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TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
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@ -1600,15 +1599,7 @@ again:
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RoadVehArrivesAt(v, st);
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old_order = v->current_order;
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v->BeginLoading();
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v->current_order.flags = 0;
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if (old_order.type == OT_GOTO_STATION &&
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v->current_order.dest == v->last_station_visited) {
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v->current_order.flags =
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(old_order.flags & (OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER)) | OF_NON_STOP;
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}
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SET_EXPENSES_TYPE(EXPENSES_ROADVEH_INC);
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if (LoadUnloadVehicle(v, true)) {
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@ -304,7 +304,7 @@ static void HandleShipLoading(Vehicle *v)
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{
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switch (v->current_order.type) {
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case OT_LOADING: {
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if (--v->load_unload_time_rem) return;
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if (--v->load_unload_time_rem != 0) return;
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if (CanFillVehicle(v) && (
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v->current_order.flags & OF_FULL_LOAD ||
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@ -736,8 +736,6 @@ static void ShipController(Vehicle *v)
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st = GetStation(v->current_order.dest);
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if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations
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v->BeginLoading();
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v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
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v->current_order.flags |= OF_NON_STOP;
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ShipArrivesAt(v, st);
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SET_EXPENSES_TYPE(EXPENSES_SHIP_INC);
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@ -2634,19 +2634,7 @@ static void TrainEnterStation(Vehicle *v, StationID station)
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);
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}
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/* Did we reach the final destination? */
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if (v->current_order.type == OT_GOTO_STATION &&
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v->current_order.dest == station) {
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/* Yeah, keep the load/unload flags
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* Non Stop now means if the order should be increased. */
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v->BeginLoading();
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v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
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v->current_order.flags |= OF_NON_STOP;
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} else {
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/* No, just do a simple load */
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v->BeginLoading();
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v->current_order.flags = 0;
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}
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v->BeginLoading();
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v->current_order.dest = 0;
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SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
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@ -2950,6 +2950,24 @@ extern const ChunkHandler _veh_chunk_handlers[] = {
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void Vehicle::BeginLoading()
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{
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assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
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if (this->current_order.type == OT_GOTO_STATION &&
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this->current_order.dest == this->last_station_visited) {
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/* Arriving at the ordered station.
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* Keep the load/unload flags, as we (obviously) still need them. */
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this->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
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/* Furthermore add the Non Stop flag to mark that this station
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* is the actual destination of the vehicle, which is (for example)
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* necessary to be known for HandleTrainLoading to determine
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* whether the train is lost or not; not marking a train lost
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* that arrives at random stations is bad. */
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this->current_order.flags |= OF_NON_STOP;
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} else {
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/* This is just an unordered intermediate stop */
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this->current_order.flags = 0;
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}
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current_order.type = OT_LOADING;
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GetStation(this->last_station_visited)->loading_vehicles.push_back(this);
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}
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