diff --git a/src/openttd.cpp b/src/openttd.cpp --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -1265,6 +1265,8 @@ static bool InitializeWindowsAndCaches() } } + InitializeVehicleCaches(); + SetCachedEngineCounts(); /* Towns have a noise controlled number of airports system @@ -1382,16 +1384,6 @@ bool AfterLoadGame() /* reinit the landscape variables (landscape might have changed) */ InitializeLandscapeVariables(true); - /* from version 38 we have optional elrails, since we cannot know the - * preference of a user, let elrails enabled; it can be disabled manually */ - if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false; - - /* Do the same as when elrails were enabled/disabled manually just now. - * This needs to be done before AfterLoadVehicles because that relies on - * the compatible railtypes and such to be correct. */ - SettingsDisableElrail(_settings_game.vehicle.disable_elrails); - InitializeRailGUI(); - /* Update all vehicles */ AfterLoadVehicles(true); @@ -1963,6 +1955,13 @@ bool AfterLoadGame() } } + /* from version 38 we have optional elrails, since we cannot know the + * preference of a user, let elrails enabled; it can be disabled manually */ + if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false; + /* do the same as when elrails were enabled/disabled manually just now */ + SettingsDisableElrail(_settings_game.vehicle.disable_elrails); + InitializeRailGUI(); + /* From version 53, the map array was changed for house tiles to allow * space for newhouses grf features. A new byte, m7, was also added. */ if (CheckSavegameVersion(53)) { diff --git a/src/vehicle.cpp b/src/vehicle.cpp --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -275,17 +275,8 @@ void AfterLoadVehicles(bool clear_te_id) } FOR_ALL_VEHICLES(v) { - assert(v->first != NULL); - - if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) { - if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed - TrainConsistChanged(v); - } else if (v->type == VEH_ROAD && IsRoadVehFront(v)) { - RoadVehUpdateCache(v); - } - } - - FOR_ALL_VEHICLES(v) { + assert(v->First() != NULL); + switch (v->type) { case VEH_ROAD: v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; @@ -321,6 +312,19 @@ void AfterLoadVehicles(bool clear_te_id) } } +void InitializeVehicleCaches() +{ + Vehicle *v; + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) { + if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed + TrainConsistChanged(v); + } else if (v->type == VEH_ROAD && IsRoadVehFront(v)) { + RoadVehUpdateCache(v); + } + } +} + Vehicle::Vehicle() { this->type = VEH_INVALID; diff --git a/src/vehicle_base.h b/src/vehicle_base.h --- a/src/vehicle_base.h +++ b/src/vehicle_base.h @@ -191,6 +191,7 @@ DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 12 struct SaveLoad; extern const SaveLoad *GetVehicleDescription(VehicleType vt); extern void AfterLoadVehicles(bool clear_te_id); +extern void InitializeVehicleCaches(); struct LoadgameState; extern bool LoadOldVehicle(LoadgameState *ls, int num);