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(svn r4825) - Fix [clone FS#159]: Game crashes when cloning reaches train-limit.
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13
train_cmd.c
13
train_cmd.c
@@ -700,6 +700,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool buildin
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* @param tile tile of the depot where rail-vehicle is built
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* @param p1 engine type id
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* @param p2 bit 0 prevents any free cars from being added to the train
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* bit 1 when set, the train will get number 0, otherwise it will get a free number
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*/
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int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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@@ -743,10 +744,14 @@ int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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v = vl[0];
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unit_num = GetFreeUnitNumber(VEH_Train);
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if (unit_num > _patches.max_trains)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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if (HASBIT(p2, 1)) {
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// no number is needed, so we assign 0. The engine is likely intended for a train with more than one engine
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unit_num = 0;
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} else {
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unit_num = GetFreeUnitNumber(VEH_Train);
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if (unit_num > _patches.max_trains)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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if (flags & DC_EXEC) {
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DiagDirection dir = GetRailDepotDirection(tile);
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int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
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