@@ -1845,34 +1845,34 @@ void Vehicle::BeginLoading()
/* Now both order indices point to the destination station, and we can start loading */
this->current_order.MakeLoading(true);
UpdateVehicleTimetable(this, true);
/* Furthermore add the Non Stop flag to mark that this station
* is the actual destination of the vehicle, which is (for example)
* necessary to be known for HandleTrainLoading to determine
* whether the train is lost or not; not marking a train lost
* that arrives at random stations is bad. */
this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
} else {
assert(this->IsGroundVehicle());
bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
/* We weren't scheduled to stop here. Insert an implicit order
* to show that we are stopping here, but only do that if the order
* list isn't empty. */
* list isn't empty.
* While only groundvehicles have implicit orders, e.g. aircraft might still enter
* the 'wrong' terminal when skipping orders etc. */
Order *in_list = this->GetOrder(this->cur_implicit_order_index);
if (in_list != NULL &&
if (this->IsGroundVehicle() && in_list != NULL &&
(!in_list->IsType(OT_IMPLICIT) ||
in_list->GetDestination() != this->last_station_visited)) {
/* Do not create consecutive duplicates of implicit orders */
Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : NULL;
if (prev_order == NULL ||
(!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
prev_order->GetDestination() != this->last_station_visited) {
/* Prefer deleting implicit orders instead of inserting new ones,
* so test whether the right order follows later */
int target_index = this->cur_implicit_order_index;
bool found = false;
while (target_index != this->cur_real_order_index) {
const Order *order = this->GetOrder(target_index);
Status change: