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@ -138,50 +138,6 @@ void Train::RailtypeChanged()
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if (this->IsFrontEngine()) this->UpdateAcceleration();
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}
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/**
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* Update the cached visual effect.
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* @param allow_power_change true if the wagon-is-powered-state may change.
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*/
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void Train::UpdateVisualEffect(bool allow_power_change)
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{
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bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
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this->vcache.cached_vis_effect = 0;
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const Engine *e = Engine::Get(this->engine_type);
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if (this->type == VEH_TRAIN) {
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if (e->u.rail.visual_effect != 0) {
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this->vcache.cached_vis_effect = e->u.rail.visual_effect;
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} else {
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Train *t = Train::From(this);
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if (t->IsWagon() || t->IsArticulatedPart()) {
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/* Wagons and articulated parts have no effect by default */
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SetBit(this->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
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} else if (e->u.rail.engclass == 0) {
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/* Steam is offset by -4 units */
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SB(this->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT, VE_OFFSET_CENTRE - 4);
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} else {
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/* Diesel fumes and sparks come from the centre */
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SB(this->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT, VE_OFFSET_CENTRE);
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}
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}
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} else {
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/* Non-trains do not have a visual effect by default. */
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SetBit(this->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
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}
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/* Check powered wagon / visual effect callback */
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if (HasBit(e->info.callback_mask, CBM_VEHICLE_VISUAL_EFFECT)) {
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uint16 callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);
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if (callback != CALLBACK_FAILED) this->vcache.cached_vis_effect = GB(callback, 0, 8);
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}
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if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
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ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
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ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
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}
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}
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/**
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* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
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* to/removed from the chain, and when the game is loaded.
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