forked from mirror/OpenTTD
(svn r4721) - NewGRF: use loading sprites rather than loaded when there is no vehicle (fixes issue with purchase list)
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@@ -643,7 +643,7 @@ static const SpriteGroup *VehicleResolveReal(const ResolverObject *object, const
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uint set;
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uint set;
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bool in_motion;
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bool in_motion;
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if (v == NULL) return group->g.real.loaded[0];
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if (v == NULL) return group->g.real.loading[0];
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if (v->type == VEH_Train) {
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if (v->type == VEH_Train) {
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in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
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in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
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