/* The company can build on the next tile, so wait till (s)hedoes. */
/* The company can build on the next tile, so wait till they do. */
v->cur_speed = 0;
return false;
}
} else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
v->cur_speed = 0;
return false;
src/saveload/ai_sl.cpp
➞
Show inline comments
@@ -95,13 +95,13 @@ static void Load_AIPL()
DEBUG(script, 0, "A random available AI will be loaded now.");
}
} else {
DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
}
/* Make sure the AI doesn't get the saveload data, as he was not the
/* Make sure the AI doesn't get the saveload data, as it was not the
* writer of the saveload data in the first place */
_ai_saveload_version = -1;
}
}
config->StringToSettings(_ai_saveload_settings);
src/saveload/game_sl.cpp
➞
Show inline comments
@@ -87,13 +87,13 @@ static void Load_GSDT()
DEBUG(script, 0, "This game will continue to run without GameScript.");
}
} else {
DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
}
/* Make sure the GameScript doesn't get the saveload data, as he was not the
/* Make sure the GameScript doesn't get the saveload data, as it was not the
* writer of the saveload data in the first place */