Comments (5)
thepizzaking wrote:
Changed the indentations, the program I was using saved them as spaces not tabs, so here's a new version.
Attachments
- check_if_rail_available.patch (0.60 KiB)
This comment was imported from FlySpray: https://bugs.openttd.org/task/42#comment88
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thepizzaking wrote:
Ok, just found a bug, if you started in 1920 when no railtypes were available(with the default set) and clicked on the build rail track button, an infinite loop was started, now fixed(now defaults to normal Rail), new patch attached.
Attachments
- check_if_rail_available23-01-2006.patch (0.69 KiB)
This comment was imported from FlySpray: https://bugs.openttd.org/task/42#comment89
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Darkvater wrote:
The patch is incomplete. You need patching in at least two places:
ShowBuildRailToolbar AND ToolbarBuildRailClickIdeal would to to reset _last_built_railtype to a valid value upon loading/starting a new game/scenario. Because you only have to do this once and not every time the window is opened. I don't have time to deeply look into this so I haven't found a good place for it yet. Perhaps in SwitchMode but it doesn't really belong there.
This comment was imported from FlySpray: https://bugs.openttd.org/task/42#comment91
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thepizzaking wrote:
How about this patch, it adds a new call to InitalizeGame() called InitializeMainGui(), when that is called it resets the last used rail type to 0, thus fixing the problem.
Attachments
- resetrailtypes.patch (0.85 KiB)
This comment was imported from FlySpray: https://bugs.openttd.org/task/42#comment100
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Celestar closed the ticket.
Reason for closing: Implemented
This comment was imported from FlySpray: https://bugs.openttd.org/task/42
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