forked from mirror/OpenTTD
(svn r16694) -Fix [FS#2995] (rgradual loading, rnewindustries): only pay for whatever has been actually unloaded and perform the payment when unloading has finished. This fixes, amongst others:
* cheating by starting to unload and after getting paid rushing to the depot to get sold (or unloading, loading and getting paid again for the remainder) * cargo being dropped onto a station at the moment a stockpiling industry doesn't accept it anymore * industries getting cargo that has not been unloaded yet and subsequently dumping it back on the station in one go Note: you will now get paid after the unloading has finished, so you'll have to wait a bit longer for 'your' money.
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@@ -38,6 +38,7 @@
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#include "settings_type.h"
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#include "network/network.h"
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#include "core/pool_func.hpp"
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#include "economy_base.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@@ -446,6 +447,7 @@ static AutoreplaceMap _vehicles_to_autoreplace;
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void InitializeVehicles()
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{
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_vehicle_pool.CleanPool();
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_cargo_payment_pool.CleanPool();
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_vehicles_to_autoreplace.Reset();
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ResetVehiclePosHash();
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@@ -1442,7 +1444,7 @@ void Vehicle::BeginLoading()
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Station::Get(this->last_station_visited)->loading_vehicles.push_back(this);
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VehiclePayment(this);
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PrepareUnload(this);
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InvalidateWindow(GetWindowClassForVehicleType(this->type), this->owner);
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InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
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@@ -1458,6 +1460,8 @@ void Vehicle::LeaveStation()
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{
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assert(current_order.IsType(OT_LOADING));
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delete this->cargo_payment;
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/* Only update the timetable if the vehicle was supposed to stop here. */
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if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
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