@@ -700,6 +700,7 @@ static void AddRearEngineToMultiheadedTr
* @param tile tile of the depot where rail-vehicle is built
* @param p1 engine type id
* @param p2 bit 0 prevents any free cars from being added to the train
* bit 1 when set, the train will get number 0, otherwise it will get a free number
*/
int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
@@ -743,10 +744,14 @@ int32 CmdBuildRailVehicle(TileIndex tile
v = vl[0];
if (HASBIT(p2, 1)) {
// no number is needed, so we assign 0. The engine is likely intended for a train with more than one engine
unit_num = 0;
} else {
unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
@@ -1490,6 +1490,7 @@ int32 CmdCloneVehicle(TileIndex tile, ui
Vehicle *v_front, *v;
Vehicle *w_front, *w, *w_rear;
int cost, total_cost = 0;
uint32 build_argument = 1;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
@@ -1532,7 +1533,7 @@ int32 CmdCloneVehicle(TileIndex tile, ui
continue;
cost = DoCommand(tile, v->engine_type, 1, flags, CMD_BUILD_VEH(v->type));
cost = DoCommand(tile, v->engine_type, build_argument, flags, CMD_BUILD_VEH(v->type));
if (CmdFailed(cost)) return cost;
@@ -1555,6 +1556,7 @@ int32 CmdCloneVehicle(TileIndex tile, ui
DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
// this is a front engine or not a train. It need orders
build_argument = 3; // set bit 1, so it will not assign numbers to engines in the rest of the train
w_front = w;
w->service_interval = v->service_interval;
DoCommand(0, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
Status change: