forked from mirror/OpenTTD
(svn r9050) -Codechange: Foo(void) -> Foo()
This commit is contained in:
@@ -67,11 +67,11 @@
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#include <stdarg.h>
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void CallLandscapeTick(void);
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void IncreaseDate(void);
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void DoPaletteAnimations(void);
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void MusicLoop(void);
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void ResetMusic(void);
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void CallLandscapeTick();
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void IncreaseDate();
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void DoPaletteAnimations();
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void MusicLoop();
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void ResetMusic();
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extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
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extern Player* DoStartupNewPlayer(bool is_ai);
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@@ -137,7 +137,7 @@ void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
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}
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extern const char _openttd_revision[];
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static void showhelp(void)
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static void showhelp()
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{
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char buf[4096], *p;
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@@ -265,7 +265,7 @@ static void ParseResolution(int res[2], const char *s)
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res[1] = clamp(strtoul(t + 1, NULL, 0), 64, MAX_SCREEN_HEIGHT);
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}
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static void InitializeDynamicVariables(void)
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static void InitializeDynamicVariables()
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{
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/* Dynamic stuff needs to be initialized somewhere... */
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_town_sort = NULL;
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@@ -273,7 +273,7 @@ static void InitializeDynamicVariables(void)
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}
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static void UnInitializeGame(void)
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static void UnInitializeGame()
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{
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UnInitWindowSystem();
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@@ -294,7 +294,7 @@ static void UnInitializeGame(void)
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free(_config_file);
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}
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static void LoadIntroGame(void)
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static void LoadIntroGame()
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{
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char filename[256];
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@@ -331,7 +331,7 @@ static void LoadIntroGame(void)
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}
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#if defined(UNIX) && !defined(__MORPHOS__)
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extern void DedicatedFork(void);
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extern void DedicatedFork();
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#endif
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int ttd_main(int argc, char *argv[])
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@@ -593,7 +593,7 @@ int ttd_main(int argc, char *argv[])
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return 0;
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}
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void HandleExitGameRequest(void)
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void HandleExitGameRequest()
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{
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if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
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_exit_game = true;
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@@ -610,8 +610,8 @@ void HandleExitGameRequest(void)
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* at any given time */
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static ThreadMsg _message = MSG_OTTD_NO_MESSAGE;
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static inline void OTTD_ReleaseMutex(void) {_message = MSG_OTTD_NO_MESSAGE;}
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static inline ThreadMsg OTTD_PollThreadEvent(void) {return _message;}
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static inline void OTTD_ReleaseMutex() {_message = MSG_OTTD_NO_MESSAGE;}
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static inline ThreadMsg OTTD_PollThreadEvent() {return _message;}
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/** Called by running thread to execute some action in the main game.
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* It will stall as long as the mutex is not freed (handled) by the game */
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@@ -649,7 +649,7 @@ static void ShowScreenshotResult(bool b)
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}
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static void MakeNewGameDone(void)
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static void MakeNewGameDone()
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{
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/* In a dedicated server, the server does not play */
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if (_network_dedicated) {
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@@ -679,14 +679,14 @@ static void MakeNewGame(bool from_heightmap)
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GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _patches.map_x, 1 << _patches.map_y);
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}
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static void MakeNewEditorWorldDone(void)
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static void MakeNewEditorWorldDone()
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{
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SetLocalPlayer(OWNER_NONE);
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MarkWholeScreenDirty();
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}
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static void MakeNewEditorWorld(void)
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static void MakeNewEditorWorld()
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{
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_game_mode = GM_EDITOR;
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@@ -696,16 +696,16 @@ static void MakeNewEditorWorld(void)
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GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
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}
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void StartupPlayers(void);
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void StartupDisasters(void);
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extern void StartupEconomy(void);
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void StartupPlayers();
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void StartupDisasters();
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extern void StartupEconomy();
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/**
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* Start Scenario starts a new game based on a scenario.
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* Eg 'New Game' --> select a preset scenario
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* This starts a scenario based on your current difficulty settings
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*/
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static void StartScenario(void)
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static void StartScenario()
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{
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_game_mode = GM_NORMAL;
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@@ -900,7 +900,7 @@ void SwitchMode(int new_mode)
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// The state must not be changed from anywhere
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// but here.
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// That check is enforced in DoCommand.
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void StateGameLoop(void)
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void StateGameLoop()
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{
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// dont execute the state loop during pause
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if (_pause_game) return;
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@@ -932,7 +932,7 @@ void StateGameLoop(void)
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}
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}
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static void DoAutosave(void)
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static void DoAutosave()
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{
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char buf[200];
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@@ -998,7 +998,7 @@ static const int8 scrollamt[16][2] = {
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{ 0, 0}, // 15 : impossible
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};
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static void HandleKeyScrolling(void)
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static void HandleKeyScrolling()
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{
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if (_dirkeys && !_no_scroll) {
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int factor = _shift_pressed ? 50 : 10;
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@@ -1006,7 +1006,7 @@ static void HandleKeyScrolling(void)
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}
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}
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void GameLoop(void)
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void GameLoop()
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{
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ThreadMsg message;
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@@ -1073,7 +1073,7 @@ void GameLoop(void)
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MusicLoop();
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}
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void BeforeSaveGame(void)
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void BeforeSaveGame()
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{
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const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
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@@ -1084,7 +1084,7 @@ void BeforeSaveGame(void)
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}
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}
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static void ConvertTownOwner(void)
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static void ConvertTownOwner()
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{
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TileIndex tile;
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@@ -1106,7 +1106,7 @@ static void ConvertTownOwner(void)
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}
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// before savegame version 4, the name of the company determined if it existed
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static void CheckIsPlayerActive(void)
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static void CheckIsPlayerActive()
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{
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Player *p;
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@@ -1116,7 +1116,7 @@ static void CheckIsPlayerActive(void)
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}
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// since savegame version 4.1, exclusive transport rights are stored at towns
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static void UpdateExclusiveRights(void)
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static void UpdateExclusiveRights()
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{
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Town *t;
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@@ -1142,7 +1142,7 @@ static const byte convert_currency[] = {
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18, 2, 20, };
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// since savegame version 4.2 the currencies are arranged differently
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static void UpdateCurrencies(void)
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static void UpdateCurrencies()
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{
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_opt.currency = convert_currency[_opt.currency];
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}
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@@ -1150,7 +1150,7 @@ static void UpdateCurrencies(void)
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/* Up to revision 1413 the invisible tiles at the southern border have not been
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* MP_VOID, even though they should have. This is fixed by this function
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*/
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static void UpdateVoidTiles(void)
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static void UpdateVoidTiles()
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{
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uint i;
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@@ -1159,14 +1159,14 @@ static void UpdateVoidTiles(void)
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}
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// since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255)
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static void UpdateSignOwner(void)
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static void UpdateSignOwner()
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{
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Sign *si;
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FOR_ALL_SIGNS(si) si->owner = OWNER_NONE;
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}
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extern void UpdateOldAircraft( void );
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extern void UpdateOldAircraft();
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static inline RailType UpdateRailType(RailType rt, RailType min)
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@@ -1174,7 +1174,7 @@ static inline RailType UpdateRailType(RailType rt, RailType min)
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return rt >= min ? (RailType)(rt + 1): rt;
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}
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bool AfterLoadGame(void)
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bool AfterLoadGame()
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{
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TileIndex map_size = MapSize();
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Window *w;
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@@ -1844,7 +1844,7 @@ bool AfterLoadGame(void)
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* hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles()
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* to recalculate vehicle data as some NewGRF vehicle sets could have been
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* removed or added and changed statistics */
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void ReloadNewGRFData(void)
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void ReloadNewGRFData()
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{
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/* reload grf data */
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GfxLoadSprites();
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