@@ -1400,27 +1400,25 @@ void VehicleEnterDepot(Vehicle *v)
v->MarkDirty();
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
const Order *real_order = v->GetOrder(v->cur_real_order_index);
Order t = v->current_order;
v->current_order.MakeDummy();
/* Test whether we are heading for this depot. If not, do nothing.
* Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
if ((t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
if ((v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
real_order != NULL && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
(v->type == VEH_AIRCRAFT ? t.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
(v->type == VEH_AIRCRAFT ? v->current_order.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
/* We are heading for another depot, keep driving. */
return;
}
if (t.IsRefit()) {
if (v->current_order.IsRefit()) {
Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | 0xFF << 8, DC_EXEC, GetCmdRefitVeh(v));
CommandCost cost = DoCommand(v->tile, v->index, v->current_order.GetRefitCargo() | 0xFF << 8, DC_EXEC, GetCmdRefitVeh(v));
cur_company.Restore();
if (cost.Failed()) {
_vehicles_to_autoreplace[v] = false;
if (v->owner == _local_company) {
/* Notify the user that we stopped the vehicle */
@@ -1432,31 +1430,32 @@ void VehicleEnterDepot(Vehicle *v)
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
if (v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
/* Part of orders */
v->DeleteUnreachedImplicitOrders();
UpdateVehicleTimetable(v, true);
v->IncrementImplicitOrderIndex();
if (t.GetDepotActionType() & ODATFB_HALT) {
if (v->current_order.GetDepotActionType() & ODATFB_HALT) {
/* Vehicles are always stopped on entering depots. Do not restart this one. */
/* Invalidate last_loading_station. As the link from the station
* before the stop to the station after the stop can't be predicted
* we shouldn't construct it when the vehicle visits the next stop. */
v->last_loading_station = INVALID_STATION;
SetDParam(0, v->index);
AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, v->index);
AI::NewEvent(v->owner, new ScriptEventVehicleWaitingInDepot(v->index));
/**
* Update the position of the vehicle. This will update the hash that tells
Status change: