(svn r13677) -Fix [FS#2102]: in the case that elrails and 'realistic' acceleration are disabled all electrified engines would have no power on load, until the vehicle got turned around, loaded or got into a depot.
--- a/src/openttd.cpp Fri Jul 04 19:00:11 2008 +0000
+++ b/src/openttd.cpp Fri Jul 04 21:43:17 2008 +0000
@@ -1382,6 +1382,16 @@
/* reinit the landscape variables (landscape might have changed) */
InitializeLandscapeVariables(true);
+ /* from version 38 we have optional elrails, since we cannot know the
+ * preference of a user, let elrails enabled; it can be disabled manually */
+ if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
+
+ /* Do the same as when elrails were enabled/disabled manually just now.
+ * This needs to be done before AfterLoadVehicles because that relies on
+ * the compatible railtypes and such to be correct. */
+ SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
+ InitializeRailGUI();
+
/* Update all vehicles */
AfterLoadVehicles(true);
@@ -1953,13 +1963,6 @@
}
}
- /* from version 38 we have optional elrails, since we cannot know the
- * preference of a user, let elrails enabled; it can be disabled manually */
- if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
- /* do the same as when elrails were enabled/disabled manually just now */
- SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
- InitializeRailGUI();
-
/* From version 53, the map array was changed for house tiles to allow
* space for newhouses grf features. A new byte, m7, was also added. */
if (CheckSavegameVersion(53)) {