# HG changeset patch # User bjarni # Date 2007-01-15 17:32:42 # Node ID efbdee22bd39ae18173cdfc6b32f1d9d7eadc25e # Parent 0193ec7a95c537ff4566368b91cd37bd14d02dbb (svn r8147) -Fix: [autoreplace] v->leave_depot_instantly was not always reset correctly While it's not certain if this would have any serious sideeffects (or any at all), it's reset when intended now diff --git a/src/vehicle.cpp b/src/vehicle.cpp --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -2138,7 +2138,7 @@ static int32 MaybeReplaceVehicle(Vehicle const Player *p = GetPlayer(v->owner); byte flags = 0; int32 cost, temp_cost = 0; - bool stopped = false; + bool stopped; /* Remember the length in case we need to trim train later on * If it's not a train, the value is unused @@ -2156,11 +2156,11 @@ static int32 MaybeReplaceVehicle(Vehicle assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed - if (v->leave_depot_instantly) { - // we stopped the vehicle to do this, so we have to remember to start it again when we are done - // we need to store this info as the engine might be replaced and lose this info - stopped = true; - } + /* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold + * If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again. + * We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */ + stopped = v->leave_depot_instantly; + v->leave_depot_instantly = false; for (;;) { cost = 0;