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Codechange: Store the rail type of rail engines as a RailTypes bitmask.
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@@ -296,7 +296,7 @@ PBSTileInfo FollowTrainReservation(const Train *v, Vehicle **train_on_res)
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if (IsRailDepotTile(tile) && !GetDepotReservationTrackBits(tile)) return PBSTileInfo(tile, trackdir, false);
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FindTrainOnTrackInfo ftoti;
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ftoti.res = FollowReservation(v->owner, GetRailTypeInfo(v->railtype)->compatible_railtypes, tile, trackdir);
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ftoti.res = FollowReservation(v->owner, GetAllCompatibleRailTypes(v->railtypes), tile, trackdir);
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ftoti.res.okay = IsSafeWaitingPosition(v, ftoti.res.tile, ftoti.res.trackdir, true, _settings_game.pf.forbid_90_deg);
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if (train_on_res != nullptr) {
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CheckTrainsOnTrack(ftoti, ftoti.res.tile);
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@@ -388,7 +388,7 @@ bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bo
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}
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/* Check next tile. For performance reasons, we check for 90 degree turns ourself. */
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CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
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CFollowTrackRail ft(v, GetAllCompatibleRailTypes(v->railtypes));
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/* End of track? */
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if (!ft.Follow(tile, trackdir)) {
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