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(svn r8294) -Fix: deleting a vehicle with shared orders, but no orders would fail to reset prev_shared and next_shared
-As a result, vehicles in the game could end up having prev/next pointers to vehicles, that was no longer in the game
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@ -572,7 +572,7 @@ void DestroyVehicle(Vehicle *v)
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UpdateVehiclePosHash(v, INVALID_COORD, 0);
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v->next_hash = NULL;
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if (v->orders != NULL) DeleteVehicleOrders(v);
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if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v);
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/* Now remove any artic part. This will trigger an other
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* destroy vehicle, which on his turn can remove any
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@ -407,6 +407,18 @@ static inline void DeleteVehicle(Vehicle *v)
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v->type = 0;
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}
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static inline bool IsPlayerBuildableVehicleType(const Vehicle *v)
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{
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switch (v->type) {
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case VEH_Train:
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case VEH_Road:
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case VEH_Ship:
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case VEH_Aircraft:
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return true;
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}
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return false;
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}
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#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v))
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#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
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