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@@ -1262,12 +1262,14 @@ static bool InitializeWindowsAndCaches()
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* thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
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if (_file_to_saveload.filetype == FT_SCENARIO && p->inaugurated_year != MIN_YEAR) {
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p->inaugurated_year = _cur_year;
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}
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}
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InitializeVehicleCaches();
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SetCachedEngineCounts();
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/* Towns have a noise controlled number of airports system
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* So each airport's noise value must be added to the town->noise_reached value
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* Reset each town's noise_reached value to '0' before. */
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UpdateAirportsNoise();
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@@ -1379,22 +1381,12 @@ 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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@@ -1960,12 +1952,19 @@ 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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