@@ -948,28 +948,24 @@ bool AfterLoadGame()
break;
}
default: break;
/* In version 2.2 of the savegame, we have new airports, so status of all aircraft is reset.
* This has to be called after the oilrig airport_type update above ^^^ ! */
if (IsSavegameVersionBefore(SLV_2, 2)) UpdateOldAircraft();
/* In version 6.1 we put the town index in the map-array. To do this, we need
* to use m2 (16bit big), so we need to clean m2, and that is where this is
* all about ;) */
if (IsSavegameVersionBefore(SLV_6, 1)) {
for (TileIndex t = 0; t < map_size; t++) {
switch (GetTileType(t)) {
case MP_HOUSE:
_m[t].m4 = _m[t].m2;
SetTownIndex(t, CalcClosestTownFromTile(t)->index);
case MP_ROAD:
@@ -2890,24 +2886,28 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_186)) {
/* Move ObjectType from map to pool */
if (IsTileType(t, MP_OBJECT)) {
Object *o = Object::Get(_m[t].m2);
o->type = _m[t].m5;
_m[t].m5 = 0; // zero upper bits of (now bigger) ObjectID
* This has to be called after all map array updates */
if (IsSavegameVersionBefore(SLV_188)) {
/* Fix articulated road vehicles.
* Some curves were shorter than other curves.
* Now they have the same length, but that means that trailing articulated parts will
* take longer to go through the curve than the parts in front which already left the courve.
* So, make articulated parts catch up. */
bool roadside = _settings_game.vehicle.road_side == 1;
std::vector<uint> skip_frames;
for (RoadVehicle *v : RoadVehicle::Iterate()) {
if (!v->IsFrontEngine()) continue;
skip_frames.clear();
TileIndex prev_tile = v->tile;
Status change: