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@@ -1379,12 +1379,22 @@ bool AfterLoadGame()
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/* Connect front and rear engines of multiheaded trains */
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ConnectMultiheadedTrains();
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/* reinit the landscape variables (landscape might have changed) */
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InitializeLandscapeVariables(true);
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/* from version 38 we have optional elrails, since we cannot know the
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* preference of a user, let elrails enabled; it can be disabled manually */
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if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
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/* Do the same as when elrails were enabled/disabled manually just now.
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* This needs to be done before AfterLoadVehicles because that relies on
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* the compatible railtypes and such to be correct. */
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SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
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InitializeRailGUI();
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/* Update all vehicles */
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AfterLoadVehicles(true);
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/* Update all waypoints */
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if (CheckSavegameVersion(12)) FixOldWaypoints();
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@@ -1950,19 +1960,12 @@ bool AfterLoadGame()
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FOR_ALL_VEHICLES(v) {
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v->current_order.SetRefit(CT_NO_REFIT);
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}
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}
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/* from version 38 we have optional elrails, since we cannot know the
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* preference of a user, let elrails enabled; it can be disabled manually */
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if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
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/* do the same as when elrails were enabled/disabled manually just now */
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SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
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InitializeRailGUI();
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/* From version 53, the map array was changed for house tiles to allow
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* space for newhouses grf features. A new byte, m7, was also added. */
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if (CheckSavegameVersion(53)) {
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsTileType(t, MP_HOUSE)) {
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if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) {
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