(svn r22042) -Fix: when loading a TTO/TTD savegame, verify we can allocate a CargoPacket before actually trying to do so

This commit is contained in:
smatz 2011-02-09 18:56:40 +00:00
parent fbfb0ffbf2
commit 69789f3008
1 changed files with 2 additions and 2 deletions

View File

@ -710,7 +710,7 @@ static bool LoadOldGood(LoadgameState *ls, int num)
SB(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE, 1, HasBit(_waiting_acceptance, 15));
SB(ge->acceptance_pickup, GoodsEntry::PICKUP, 1, _cargo_source != 0xFF);
if (GB(_waiting_acceptance, 0, 12) != 0) {
if (GB(_waiting_acceptance, 0, 12) != 0 && CargoPacket::CanAllocateItem()) {
ge->cargo.Append(new CargoPacket(GB(_waiting_acceptance, 0, 12), _cargo_days, (_cargo_source == 0xFF) ? INVALID_STATION : _cargo_source, 0, 0));
}
@ -1347,7 +1347,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
v->next = (Vehicle *)(size_t)_old_next_ptr;
if (_cargo_count != 0) {
if (_cargo_count != 0 && CargoPacket::CanAllocateItem()) {
StationID source = (_cargo_source == 0xFF) ? INVALID_STATION : _cargo_source;
TileIndex source_xy = (source != INVALID_STATION) ? Station::Get(source)->xy : 0;
v->cargo.Append(new CargoPacket(_cargo_count, _cargo_days, source, source_xy, source_xy));