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author | frosch <frosch@openttd.org> | 2009-02-01 11:38:18 +0000 |
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committer | frosch <frosch@openttd.org> | 2009-02-01 11:38:18 +0000 |
commit | 2afa9312fcf06190248610b9ac57416e22a2b1d4 (patch) | |
tree | 31dfa2532da01e5a387389bf10ae27aba5124a34 /src | |
parent | 16b9dcd0ea28e1166fa922552f70a67bd284479b (diff) | |
download | openttd-2afa9312fcf06190248610b9ac57416e22a2b1d4.tar.xz |
(svn r15304) -Fix [FS#2587]: When loading savegames use the roadtype of the front vehicles just like it is done on construction.
Diffstat (limited to 'src')
-rw-r--r-- | src/saveload/vehicle_sl.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp index 1bde737d6..f5564e3f0 100644 --- a/src/saveload/vehicle_sl.cpp +++ b/src/saveload/vehicle_sl.cpp @@ -331,7 +331,7 @@ void AfterLoadVehicles(bool part_of_load) FOR_ALL_VEHICLES(v) { switch (v->type) { case VEH_ROAD: - v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; + v->u.road.roadtype = HasBit(EngInfo(v->First()->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype); /* FALL THROUGH */ case VEH_TRAIN: |