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(svn r24424) [1.2] -Backport from trunk:
- Fix: Use the 'all vehicles' group for the autoreplace window from the vehicle list [FS#5239] (r24392) - Fix: Do not consider not finding a particular base set critical; just load a different one and display an in-game error later on [FS#5233] (r24388) - Fix: Make IsInDepot() functions behave consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked [FS#5188] (r24384) - Fix: Call Vehicle::IsStoppedInDepot only for the first vehicle in a chain (i.e. primary vehicle or free wagon) (r24382) - Fix: Do not resize the object GUI when selecting objects. Rather clip the object name (r24379)
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@@ -142,7 +142,7 @@ static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
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static void CheckIfShipNeedsService(Vehicle *v)
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{
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if (Company::Get(v->owner)->settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
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if (v->IsInDepot()) {
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if (v->IsChainInDepot()) {
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VehicleServiceInDepot(v);
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return;
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}
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@@ -299,7 +299,7 @@ static const TileIndexDiffC _ship_leave_depot_offs[] = {
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static bool CheckShipLeaveDepot(Ship *v)
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{
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if (!v->IsInDepot()) return false;
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if (!v->IsChainInDepot()) return false;
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/* We are leaving a depot, but have to go to the exact same one; re-enter */
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if (v->current_order.IsType(OT_GOTO_DEPOT) &&
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