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@ -584,6 +584,25 @@ void InitializeCompanies()
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_cur_company_tick_index = 0;
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}
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/**
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* May company \a cbig buy company \a csmall?
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* @param cbig Company buying \a csmall.
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* @param csmall Company getting bought.
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* @return Return \c true if it is allowed.
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*/
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bool MayCompanyTakeOver(CompanyID cbig, CompanyID csmall)
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{
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uint big_counts[4], small_counts[4];
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CountCompanyVehicles(cbig, big_counts);
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CountCompanyVehicles(csmall, small_counts);
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/* Do the combined vehicle counts stay within the limits? */
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return big_counts[VEH_TRAIN] + small_counts[VEH_TRAIN] <= _settings_game.vehicle.max_trains &&
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big_counts[VEH_ROAD] + small_counts[VEH_ROAD] <= _settings_game.vehicle.max_roadveh &&
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big_counts[VEH_SHIP] + small_counts[VEH_SHIP] <= _settings_game.vehicle.max_ships &&
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big_counts[VEH_AIRCRAFT] + small_counts[VEH_AIRCRAFT] <= _settings_game.vehicle.max_aircraft;
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}
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/**
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* Handle the bankruptcy take over of a company.
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* Companies going bankrupt will ask the other companies in order of their
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@ -623,7 +642,8 @@ static void HandleBankruptcyTakeover(Company *c)
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FOR_ALL_COMPANIES(c2) {
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if (c2->bankrupt_asked == 0 && // Don't ask companies going bankrupt themselves
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!HasBit(c->bankrupt_asked, c2->index) &&
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best_performance < c2->old_economy[1].performance_history) {
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best_performance < c2->old_economy[1].performance_history &&
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MayCompanyTakeOver(c2->index, c->index)) {
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best_performance = c2->old_economy[1].performance_history;
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best = c2;
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}
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