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(svn r27788) -Fix [FS#6536]: Get vehicle load amount after executing new cargo trigger.
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@ -1643,13 +1643,11 @@ static void LoadUnloadVehicle(Vehicle *front)
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if (v->cargo_cap == 0) continue;
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artic_part++;
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uint load_amount = GetLoadAmount(v);
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GoodsEntry *ge = &st->goods[v->cargo_type];
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if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
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uint cargo_count = v->cargo.UnloadCount();
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uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
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uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, GetLoadAmount(v)) : cargo_count;
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bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
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assert(payment != NULL);
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@ -1754,8 +1752,8 @@ static void LoadUnloadVehicle(Vehicle *front)
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* has capacity for it, load it on the vehicle. */
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uint cap_left = v->cargo_cap - v->cargo.StoredCount();
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if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
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if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
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if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
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if (_settings_game.order.gradual_loading) cap_left = min(cap_left, GetLoadAmount(v));
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uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
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if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
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