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Codechange: remove unused parameter and unneeded heap allocation
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@@ -69,27 +69,19 @@ bool IsArticulatedEngine(EngineID engine_type)
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/**
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* Count the number of articulated parts of an engine.
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* @param engine_type The engine to get the number of parts of.
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* @param purchase_window Whether we are in the scope of the purchase window or not, i.e. whether we cannot allocate vehicles.
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* @return The number of parts.
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*/
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uint CountArticulatedParts(EngineID engine_type, bool purchase_window)
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uint CountArticulatedParts(EngineID engine_type)
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{
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if (!EngInfo(engine_type)->callback_mask.Test(VehicleCallbackMask::ArticEngine)) return 0;
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/* If we can't allocate a vehicle now, we can't allocate it in the command
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* either, so it doesn't matter how many articulated parts there are. */
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if (!Vehicle::CanAllocateItem()) return 0;
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std::unique_ptr<Vehicle> v;
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if (!purchase_window) {
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v = std::unique_ptr<Vehicle>(Vehicle::Create());
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v->engine_type = engine_type;
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v->owner = _current_company;
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}
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Vehicle v(VehicleID::Invalid());
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v.engine_type = engine_type;
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v.owner = _current_company;
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uint i;
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for (i = 1; i < MAX_ARTICULATED_PARTS; i++) {
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if (GetNextArticulatedPart(i, engine_type, v.get()) == EngineID::Invalid()) break;
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if (GetNextArticulatedPart(i, engine_type, &v) == EngineID::Invalid()) break;
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}
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return i - 1;
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