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(svn r13691) -Codechange: make it easier to determine whether a command is ran in the context of autoreplace or not
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@@ -685,8 +685,7 @@ 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 flags type of operation
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* @param p1 engine type id
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* @param p2 bit 0 when set, the train will get number 0, otherwise it will get a free number
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* bit 1 prevents any free cars from being added to the train
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* @param p2 bit 1 prevents any free cars from being added to the train
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*/
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CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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@@ -725,7 +724,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
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Vehicle *v = vl[0];
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UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
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UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
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if (unit_num > _settings_game.vehicle.max_trains)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@@ -798,7 +797,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
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TrainConsistChanged(v);
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UpdateTrainGroupID(v);
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if (!HasBit(p2, 1)) { // check if the cars should be added to the new vehicle
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if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
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NormalizeTrainVehInDepot(v);
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}
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