forked from mirror/OpenTTD
(svn r3396) - Autoreplace changes:
- Change fixed array per player to a single pool. This avoids future problems with vehicle numbers and decreases savegame size. Engine replacements from previous savegames will be lost. - Move engine replacement code from players.c to engine.c. (thanks to blathijs for rewriting this)
This commit is contained in:
221
engine.c
221
engine.c
@@ -1051,6 +1051,195 @@ int32 CmdRenameEngine(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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}
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/*
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* returns true if an engine is valid, of the specified type, and buildable by
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* the current player, false otherwise
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*
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* engine = index of the engine to check
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* type = the type the engine should be of (VEH_xxx)
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*/
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bool IsEngineBuildable(uint engine, byte type)
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{
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const Engine *e;
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// check if it's an engine that is in the engine array
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if (!IsEngineIndex(engine)) return false;
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e = GetEngine(engine);
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// check if it's an engine of specified type
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if (e->type != type) return false;
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// check if it's available
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if (!HASBIT(e->player_avail, _current_player)) return false;
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return true;
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}
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/************************************************************************
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* Engine Replacement stuff
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************************************************************************/
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static void EngineRenewPoolNewBlock(uint start_item); /* Forward declare for initializer of _engine_renew_pool */
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enum {
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ENGINE_RENEW_POOL_BLOCK_SIZE_BITS = 3,
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ENGINE_RENEW_POOL_MAX_BLOCKS = 8000,
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};
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MemoryPool _engine_renew_pool = { "EngineRe", ENGINE_RENEW_POOL_MAX_BLOCKS, ENGINE_RENEW_POOL_BLOCK_SIZE_BITS, sizeof(EngineRenew), &EngineRenewPoolNewBlock, 0, 0, NULL };
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static inline uint16 GetEngineRenewPoolSize(void)
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{
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return _engine_renew_pool.total_items;
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}
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#define FOR_ALL_ENGINE_RENEWS_FROM(er, start) for (er = GetEngineRenew(start); er != NULL; er = (er->index + 1 < GetEngineRenewPoolSize()) ? GetEngineRenew(er->index + 1) : NULL)
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#define FOR_ALL_ENGINE_RENEWS(er) FOR_ALL_ENGINE_RENEWS_FROM(er, 0)
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static void EngineRenewPoolNewBlock(uint start_item)
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{
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EngineRenew *er;
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FOR_ALL_ENGINE_RENEWS_FROM(er, start_item) {
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er->index = start_item++;
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er->from = INVALID_ENGINE;
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}
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}
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static EngineRenew *AllocateEngineRenew(void)
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{
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EngineRenew *er;
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FOR_ALL_ENGINE_RENEWS(er) {
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if (er->from == INVALID_ENGINE) {
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er->to = INVALID_ENGINE;
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er->next = NULL;
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return er;
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}
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}
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/* Check if we can add a block to the pool */
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if (AddBlockToPool(&_engine_renew_pool)) return AllocateEngineRenew();
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return NULL;
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}
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/**
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* Retrieves the EngineRenew that specifies the replacement of the given
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* engine type from the given renewlist */
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static EngineRenew *GetEngineReplacement(EngineRenewList erl, EngineID engine)
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{
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EngineRenew* er = (EngineRenew*)erl; /* Fetch first element */
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while (er) {
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if (er->from == engine) return er;
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er = er->next;
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}
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return NULL;
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}
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void RemoveAllEngineReplacement(EngineRenewList* erl)
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{
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EngineRenew* er = (EngineRenew*)(*erl); /* Fetch first element */
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while (er) {
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er->from = INVALID_ENGINE; /* "Deallocate" all elements */
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er = er->next;
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}
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*erl = NULL; /* Empty list */
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}
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EngineID EngineReplacement(EngineRenewList erl, EngineID engine)
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{
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const EngineRenew *er = GetEngineReplacement(erl, engine);
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return er == NULL ? INVALID_ENGINE : er->to;
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}
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int32 AddEngineReplacement(EngineRenewList* erl, EngineID old_engine, EngineID new_engine, uint32 flags)
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{
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EngineRenew *er;
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// Check if the old vehicle is already in the list
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er = GetEngineReplacement(*erl, old_engine);
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if (er != NULL) {
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if (flags & DC_EXEC) er->to = new_engine;
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return 0;
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}
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er = AllocateEngineRenew();
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if (er == NULL) return CMD_ERROR;
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if (flags & DC_EXEC) {
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er->from = old_engine;
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er->to = new_engine;
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er->next = (EngineRenew*)(*erl); /* Resolve the first element in the list */
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*erl = (EngineRenewList)er; /* Insert before the first element */
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}
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return 0;
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}
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int32 RemoveEngineReplacement(EngineRenewList* erl, EngineID engine, uint32 flags)
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{
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EngineRenew* er = (EngineRenew*)(*erl); /* Start at the first element */
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EngineRenew* prev = NULL;
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while (er)
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{
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if (er->from == engine) {
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if (flags & DC_EXEC) {
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if (prev == NULL) { /* First element */
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(*erl) = (EngineRenewList)er->next; /* The second becomes the new first element */
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} else {
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prev->next = er->next; /* Cut this element out */
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}
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er->from = INVALID_ENGINE; /* Deallocate */
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}
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return 0;
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}
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prev = er;
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er = er->next; /* Look at next element */
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}
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return CMD_ERROR; /* Not found? */
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}
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static const SaveLoad _engine_renew_desc[] = {
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SLE_VAR(EngineRenew, from, SLE_UINT16),
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SLE_VAR(EngineRenew, to, SLE_UINT16),
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SLE_REF(EngineRenew, next, REF_ENGINE_RENEWS),
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SLE_END()
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};
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static void Save_ERNW(void)
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{
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EngineRenew *er;
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FOR_ALL_ENGINE_RENEWS(er) {
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if (er->from != INVALID_ENGINE) {
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SlSetArrayIndex(er->index);
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SlObject(er, _engine_renew_desc);
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}
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}
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}
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static void Load_ERNW(void)
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{
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int index;
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while ((index = SlIterateArray()) != -1) {
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EngineRenew *er;
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if (!AddBlockIfNeeded(&_engine_renew_pool, index))
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error("EngineRenews: failed loading savegame: too many EngineRenews");
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er = GetEngineRenew(index);
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SlObject(er, _engine_renew_desc);
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}
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}
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static const SaveLoad _engine_desc[] = {
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SLE_VAR(Engine,intro_date, SLE_UINT16),
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SLE_VAR(Engine,age, SLE_UINT16),
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@@ -1100,32 +1289,14 @@ static void LoadSave_ENGS(void)
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}
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const ChunkHandler _engine_chunk_handlers[] = {
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{ 'ENGN', Save_ENGN, Load_ENGN, CH_ARRAY},
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{ 'ENGS', LoadSave_ENGS, LoadSave_ENGS, CH_RIFF | CH_LAST},
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{ 'ENGN', Save_ENGN, Load_ENGN, CH_ARRAY },
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{ 'ENGS', LoadSave_ENGS, LoadSave_ENGS, CH_RIFF },
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{ 'ERNW', Save_ERNW, Load_ERNW, CH_ARRAY | CH_LAST},
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};
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/*
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* returns true if an engine is valid, of the specified type, and buildable by
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* the current player, false otherwise
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*
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* engine = index of the engine to check
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* type = the type the engine should be of (VEH_xxx)
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*/
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bool IsEngineBuildable(uint engine, byte type)
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void InitializeEngines(void)
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{
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const Engine *e;
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// check if it's an engine that is in the engine array
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if (!IsEngineIndex(engine)) return false;
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e = GetEngine(engine);
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// check if it's an engine of specified type
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if (e->type != type) return false;
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// check if it's available
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if (!HASBIT(e->player_avail, _current_player)) return false;
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return true;
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/* Clean the engine renew pool and create 1 block in it */
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CleanPool(&_engine_renew_pool);
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AddBlockToPool(&_engine_renew_pool);
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}
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