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Codechange: prefer SPECSTR_TOWNNAME_START over _ENGLISH
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@ -119,6 +119,6 @@ uint16_t GetGRFTownNameType(uint16_t gen)
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if (gen < t.styles.size()) return gen;
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gen -= static_cast<uint16_t>(t.styles.size());
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}
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/* Fallback to english original */
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return SPECSTR_TOWNNAME_ENGLISH;
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/* Fallback to the first built in town name (English). */
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return SPECSTR_TOWNNAME_START;
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}
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@ -147,7 +147,7 @@ static void FixOldTowns()
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/* Convert town-names if needed */
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for (Town *town : Town::Iterate()) {
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if (IsInsideMM(town->townnametype, 0x20C1, 0x20C3)) {
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town->townnametype = SPECSTR_TOWNNAME_ENGLISH + _settings_game.game_creation.town_name;
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town->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
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town->townnameparts = RemapOldTownName(town->townnameparts, _settings_game.game_creation.town_name);
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}
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}
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@ -31,9 +31,9 @@ TownNameParams::TownNameParams(const Town *t) :
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type(t->townnametype)
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{
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if (t->townnamegrfid != 0 && GetGRFTownName(t->townnamegrfid) == nullptr) {
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/* Fallback to english original */
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/* Fallback to the first built in town name (English). */
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this->grfid = 0;
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this->type = SPECSTR_TOWNNAME_ENGLISH;
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this->type = SPECSTR_TOWNNAME_START;
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return;
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}
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}
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