@@ -533,7 +533,8 @@ static CommandCost CmdBuildRailWagon(Eng
Vehicle *w;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_TRAIN && w->tile == tile &&
IsFreeWagon(w) && w->engine_type == engine) {
IsFreeWagon(w) && w->engine_type == engine &&
!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
u = GetLastVehicleInChain(w);
break;
}
@@ -854,7 +855,7 @@ static Vehicle *FindGoodVehiclePos(const
TileIndex tile = src->tile;
FOR_ALL_VEHICLES(dst) {
if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile) {
if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile && !HASBITS(dst->vehstatus, VS_CRASHED)) {
/* check so all vehicles in the line have the same engine. */
Vehicle *v = dst;
@@ -925,6 +926,9 @@ CommandCost CmdMoveRailVehicle(TileIndex
if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
Vehicle *dst;
if (d == INVALID_VEHICLE) {
@@ -933,6 +937,9 @@ CommandCost CmdMoveRailVehicle(TileIndex
if (!IsValidVehicleID(d)) return CMD_ERROR;
dst = GetVehicle(d);
if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
/* Do not allow appending to crashed vehicles, too */
if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
/* if an articulated part is being handled, deal with its parent vehicle */
@@ -3346,8 +3353,8 @@ void Train::Tick()
if (this->type == VEH_TRAIN && IsFrontEngine(this))
TrainLocoHandler(this, true);
} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
/* Delete flooded standalone wagon */
if (++this->u.rail.crash_anim_pos >= 4400) delete this;
/* Delete flooded standalone wagon chain */
if (++this->u.rail.crash_anim_pos >= 4400) DeleteVehicleChain(this);
Status change: