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-rw-r--r--src/vehicle_gui.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/vehicle_gui.cpp b/src/vehicle_gui.cpp
index 6a6ee6bb3..9bee78ce0 100644
--- a/src/vehicle_gui.cpp
+++ b/src/vehicle_gui.cpp
@@ -1469,7 +1469,7 @@ struct VehicleDetailsWindow : Window {
SetDParam(1, v->u.rail.cached_power);
SetDParam(0, v->u.rail.cached_weight);
SetDParam(3, v->u.rail.cached_max_te / 1000);
- DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && ((Train *)v)->u.rail.railtype != RAILTYPE_MAGLEV) ?
+ DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && ((Train *)v)->railtype != RAILTYPE_MAGLEV) ?
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED);
break;
@@ -1949,7 +1949,7 @@ struct VehicleViewWindow : Window {
} else { // no train
str = STR_VEHICLE_STATUS_STOPPED;
}
- } else if (v->type == VEH_TRAIN && HasBit(((Train *)v)->u.rail.flags, VRF_TRAIN_STUCK)) {
+ } else if (v->type == VEH_TRAIN && HasBit(((Train *)v)->flags, VRF_TRAIN_STUCK)) {
str = STR_TRAIN_STUCK;
} else { // vehicle is in a "normal" state, show current order
switch (v->current_order.GetType()) {