mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r10008) -Codechange: Move a couple of functions related to articulated vehicles to a file of their own.
This commit is contained in:
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dce1101039
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ab8503f5a5
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@ -163,6 +163,9 @@
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<File
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RelativePath=".\..\src\airport.cpp">
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</File>
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<File
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RelativePath=".\..\src\articulated_vehicles.cpp">
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</File>
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<File
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RelativePath=".\..\src\autoreplace_cmd.cpp">
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</File>
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@ -386,6 +389,9 @@
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<File
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RelativePath=".\..\src\airport_movement.h">
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</File>
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<File
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RelativePath=".\..\src\autoreplace_cmd.h">
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</File>
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<File
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RelativePath=".\..\src\aystar.h">
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</File>
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@ -447,6 +447,10 @@
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RelativePath=".\..\src\airport.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\articulated_vehicles.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\autoreplace_cmd.cpp"
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>
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@ -743,6 +747,10 @@
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RelativePath=".\..\src\airport_movement.h"
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>
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</File>
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<File
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RelativePath=".\..\src\autoreplace_cmd.h"
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>
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</File>
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<File
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RelativePath=".\..\src\aystar.h"
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>
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@ -1,5 +1,6 @@
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# Source Files
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airport.cpp
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articulated_vehicles.cpp
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autoreplace_cmd.cpp
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aystar.cpp
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bmp.cpp
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@ -96,6 +97,7 @@ window.cpp
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aircraft.h
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airport.h
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airport_movement.h
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autoreplace_cmd.h
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aystar.h
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bmp.h
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cargotype.h
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@ -0,0 +1,84 @@
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/* $Id$ */
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/** @file train_cmd.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "command.h"
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#include "vehicle.h"
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#include "articulated_vehicles.h"
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#include "engine.h"
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#include "train.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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uint CountArticulatedParts(EngineID engine_type)
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{
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if (!HASBIT(EngInfo(engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return 0;
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uint i;
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for (i = 1; i < 10; i++) {
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uint16 callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, engine_type, NULL);
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if (callback == CALLBACK_FAILED || callback == 0xFF) break;
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}
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return i - 1;
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}
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void AddArticulatedParts(Vehicle **vl)
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{
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const Vehicle *v = vl[0];
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Vehicle *u = vl[0];
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if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return;
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for (uint i = 1; i < 10; i++) {
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uint16 callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, v->engine_type, v);
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if (callback == CALLBACK_FAILED || callback == 0xFF) return;
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/* Attempt to use pre-allocated vehicles until they run out. This can happen
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* if the callback returns different values depending on the cargo type. */
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u->next = vl[i];
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if (u->next == NULL) u->next = AllocateVehicle();
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if (u->next == NULL) return;
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u = u->next;
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EngineID engine_type = GB(callback, 0, 7);
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bool flip_image = HASBIT(callback, 7);
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const RailVehicleInfo *rvi_artic = RailVehInfo(engine_type);
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/* get common values from first engine */
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u->direction = v->direction;
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u->owner = v->owner;
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u->tile = v->tile;
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u->x_pos = v->x_pos;
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u->y_pos = v->y_pos;
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u->z_pos = v->z_pos;
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u->u.rail.track = v->u.rail.track;
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u->u.rail.railtype = v->u.rail.railtype;
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u->build_year = v->build_year;
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u->vehstatus = v->vehstatus & ~VS_STOPPED;
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u->u.rail.first_engine = v->engine_type;
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/* get more settings from rail vehicle info */
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u->spritenum = rvi_artic->image_index;
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if (flip_image) u->spritenum++;
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u->cargo_type = rvi_artic->cargo_type;
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u->cargo_subtype = 0;
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u->cargo_cap = rvi_artic->capacity;
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u->max_speed = 0;
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u->max_age = 0;
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u->engine_type = engine_type;
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u->value = 0;
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u = new (u) Train();
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u->subtype = 0;
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SetArticulatedPart(u);
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u->cur_image = 0xAC2;
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u->random_bits = VehicleRandomBits();
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VehiclePositionChanged(u);
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}
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}
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@ -0,0 +1,11 @@
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/* $Id$ */
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/** @file articulated_vehicles.h */
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#ifndef ARTICULATED_VEHICLES_H
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#define ARTICULATED_VEHICLES_H
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uint CountArticulatedParts(EngineID engine_type);
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void AddArticulatedParts(Vehicle **vl);
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#endif /* ARTICULATED_VEHICLES_H */
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@ -15,6 +15,7 @@
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#include "window.h"
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#include "gui.h"
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#include "vehicle.h"
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#include "articulated_vehicles.h"
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#include "gfx.h"
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#include "station.h"
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#include "command.h"
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@ -15,6 +15,7 @@
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#include "tile.h"
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#include "tunnel_map.h"
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#include "vehicle.h"
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#include "articulated_vehicles.h"
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#include "command.h"
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#include "pathfind.h"
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#include "npf.h"
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@ -501,75 +502,6 @@ void DrawTrainEngine(int x, int y, EngineID engine, SpriteID pal)
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DrawSprite(image, pal, x, y);
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}
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uint CountArticulatedParts(EngineID engine_type)
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{
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if (!HASBIT(EngInfo(engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return 0;
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uint i;
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for (i = 1; i < 10; i++) {
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uint16 callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, engine_type, NULL);
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if (callback == CALLBACK_FAILED || callback == 0xFF) break;
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}
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return i - 1;
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}
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static void AddArticulatedParts(Vehicle **vl)
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{
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const Vehicle *v = vl[0];
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Vehicle *u = vl[0];
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if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return;
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for (uint i = 1; i < 10; i++) {
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uint16 callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, v->engine_type, v);
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if (callback == CALLBACK_FAILED || callback == 0xFF) return;
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/* Attempt to use pre-allocated vehicles until they run out. This can happen
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* if the callback returns different values depending on the cargo type. */
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u->next = vl[i];
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if (u->next == NULL) u->next = AllocateVehicle();
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if (u->next == NULL) return;
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u = u->next;
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EngineID engine_type = GB(callback, 0, 7);
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bool flip_image = HASBIT(callback, 7);
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const RailVehicleInfo *rvi_artic = RailVehInfo(engine_type);
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/* get common values from first engine */
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u->direction = v->direction;
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u->owner = v->owner;
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u->tile = v->tile;
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u->x_pos = v->x_pos;
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u->y_pos = v->y_pos;
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u->z_pos = v->z_pos;
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u->u.rail.track = v->u.rail.track;
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u->u.rail.railtype = v->u.rail.railtype;
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u->build_year = v->build_year;
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u->vehstatus = v->vehstatus & ~VS_STOPPED;
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u->u.rail.first_engine = v->engine_type;
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/* get more settings from rail vehicle info */
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u->spritenum = rvi_artic->image_index;
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if (flip_image) u->spritenum++;
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u->cargo_type = rvi_artic->cargo_type;
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u->cargo_subtype = 0;
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u->cargo_cap = rvi_artic->capacity;
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u->max_speed = 0;
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u->max_age = 0;
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u->engine_type = engine_type;
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u->value = 0;
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u = new (u) Train();
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u->subtype = 0;
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SetArticulatedPart(u);
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u->cur_image = 0xAC2;
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u->random_bits = VehicleRandomBits();
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VehiclePositionChanged(u);
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}
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}
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static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
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{
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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