File diff r23537:f6a6d4ce4bd5 → r23538:8df50944b27a
src/saveload/afterload.cpp
Show inline comments
 
@@ -2192,13 +2192,13 @@ bool AfterLoadGame()
 
	}
 

	
 
	if (IsSavegameVersionBefore(SLV_122)) {
 
		/* Animated tiles would sometimes not be actually animated or
 
		 * in case of old savegames duplicate. */
 

	
 
		extern SmallVector<TileIndex, 256> _animated_tiles;
 
		extern std::vector<TileIndex> _animated_tiles;
 

	
 
		for (auto tile = _animated_tiles.begin(); tile < _animated_tiles.end(); /* Nothing */) {
 
			/* Remove if tile is not animated */
 
			bool remove = _tile_type_procs[GetTileType(*tile)]->animate_tile_proc == NULL;
 

	
 
			/* and remove if duplicate */
 
@@ -2936,13 +2936,13 @@ bool AfterLoadGame()
 
		 * 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. */
 
		RoadVehicle *v;
 
		bool roadside = _settings_game.vehicle.road_side == 1;
 
		SmallVector<uint, 16> skip_frames;
 
		std::vector<uint> skip_frames;
 
		FOR_ALL_ROADVEHICLES(v) {
 
			if (!v->IsFrontEngine()) continue;
 
			skip_frames.clear();
 
			TileIndex prev_tile = v->tile;
 
			uint prev_tile_skip = 0;
 
			uint cur_skip = 0;