(svn r11735) -Fix [FS#1574]: Don't reset loading indicator IDs when only reloading NewGRFs.

This commit is contained in:
peter1138 2008-01-01 15:06:37 +00:00
parent 3dd61f423a
commit aab495604a
3 changed files with 6 additions and 6 deletions

View File

@ -1371,7 +1371,7 @@ bool AfterLoadGame()
InitializeLandscapeVariables(true); InitializeLandscapeVariables(true);
/* Update all vehicles */ /* Update all vehicles */
AfterLoadVehicles(); AfterLoadVehicles(true);
/* Update all waypoints */ /* Update all waypoints */
if (CheckSavegameVersion(12)) FixOldWaypoints(); if (CheckSavegameVersion(12)) FixOldWaypoints();
@ -2284,7 +2284,7 @@ void ReloadNewGRFData()
LoadStringWidthTable(); LoadStringWidthTable();
/* reload vehicles */ /* reload vehicles */
ResetVehiclePosHash(); ResetVehiclePosHash();
AfterLoadVehicles(); AfterLoadVehicles(false);
StartupEngines(); StartupEngines();
/* update station and waypoint graphics */ /* update station and waypoint graphics */
AfterLoadWaypoints(); AfterLoadWaypoints();

View File

@ -212,7 +212,7 @@ void VehiclePositionChanged(Vehicle *v)
} }
/** Called after load to update coordinates */ /** Called after load to update coordinates */
void AfterLoadVehicles() void AfterLoadVehicles(bool clear_te_id)
{ {
Vehicle *v; Vehicle *v;
@ -222,7 +222,7 @@ void AfterLoadVehicles()
v->UpdateDeltaXY(v->direction); v->UpdateDeltaXY(v->direction);
v->fill_percent_te_id = INVALID_TE_ID; if (clear_te_id) v->fill_percent_te_id = INVALID_TE_ID;
v->first = NULL; v->first = NULL;
if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE; if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE;
if (v->type == VEH_ROAD) v->u.road.first_engine = INVALID_ENGINE; if (v->type == VEH_ROAD) v->u.road.first_engine = INVALID_ENGINE;

View File

@ -181,7 +181,7 @@ DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
/* Some declarations of functions, so we can make them friendly */ /* Some declarations of functions, so we can make them friendly */
struct SaveLoad; struct SaveLoad;
extern const SaveLoad *GetVehicleDescription(VehicleType vt); extern const SaveLoad *GetVehicleDescription(VehicleType vt);
extern void AfterLoadVehicles(); extern void AfterLoadVehicles(bool clear_te_id);
struct LoadgameState; struct LoadgameState;
extern bool LoadOldVehicle(LoadgameState *ls, int num); extern bool LoadOldVehicle(LoadgameState *ls, int num);
@ -194,7 +194,7 @@ private:
Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
public: public:
friend const SaveLoad *GetVehicleDescription(VehicleType vt); // So we can use private/protected variables in the saveload code friend const SaveLoad *GetVehicleDescription(VehicleType vt); // So we can use private/protected variables in the saveload code
friend void AfterLoadVehicles(); // So we can set the previous and first pointers while loading friend void AfterLoadVehicles(bool clear_te_id); // So we can set the previous and first pointers while loading
friend bool LoadOldVehicle(LoadgameState *ls, int num); // So we can set the proper next pointer while loading friend bool LoadOldVehicle(LoadgameState *ls, int num); // So we can set the proper next pointer while loading
Vehicle *depot_list; // NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace Vehicle *depot_list; // NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace