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#openttd IRC Logs for 2018-10-07

---Logopened Sun Oct 07 00:00:14 2018
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02:39<andythenorth>moin
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03:18<Wolf01>Moin
03:20*andythenorth regrets pantographs
03:27<Wolf01>https://steamcommunity.com/games/598960/announcements/detail/1680297696737027975 woooo
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03:27<Wolf01>I should start a new game
03:28<andythenorth>"2 new cargo types: Sand and Steel."
03:28<Wolf01>It's early access... not every cargo is implemented
03:29<andythenorth>like FIRS :P
03:29<Wolf01>Too bad you have a mac
03:30<Wolf01>It's really to try, it's a mix between OTTD and railroad tycoon
03:31<andythenorth>any tanks?
03:31<Wolf01>Tank wagons, yes :P
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04:29<andythenorth>hmm
04:32<andythenorth>oof
04:32<andythenorth>it's esoteric
04:33<andythenorth>but right now, a spritegroup with 'powered by railtype / unpowered by railtype' would be handy :P
04:40<andythenorth>probably just use vehicle_is_powered eh?
04:40<andythenorth>hmm doesn't do what I need though
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04:41<andythenorth>Eddi|zuHause: does this fail with railtypes that aren't ELRL, but are compatible? https://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/vehicles/shoebox.py#L8
04:42<andythenorth>I'll paste the output from it too
04:42<andythenorth>https://paste.openttdcoop.org/po6klicuv/8y96km/raw
04:43<andythenorth>the last switch is the most relevant, the others just handle visual effects
04:43<andythenorth>ELNG is one case that springs to mind :P
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05:19<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fxsBr
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06:03<nielsm>also working on a self-review of the industry cargoes patch atm, nearly done
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06:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxsRM
06:15<Eddi|zuHause>andy (who is not here): yeah, that will fail on any non-standard trackset (like NuTracks)
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08:07<Samu>byte diag_dir_byte = axis == AXIS_X ? 1 << DIAGDIR_SE | 1 << DIAGDIR_NW : 1 << DIAGDIR_NE | 1 << DIAGDIR_SW;
08:07<Samu>who can help me with variable name?
08:08<Samu>there are a max of 4 diagdirs I want to check
08:08<Samu>for this example, I want to check 2
08:08<Samu>1 << DIAGDIR_SE | 1 << DIAGDIR_NW
08:08<Samu>what do u call this
08:09<Samu>diag_dir_byte? diag_dir_bits? diag_dirs?
08:09<nielsm>okay the 1<< parts, strip those out for now
08:10<nielsm>or hm
08:10<nielsm>you're building the mask, right?
08:10<Samu>yes
08:10<nielsm>so not byte but mask
08:10<Samu>diag_dir_mask
08:10<nielsm>and add some damn parentheses
08:10<nielsm>I'm not at all sure what order to read that in
08:11<Samu>byte diag_dir_mask = (axis == AXIS_X) ? (1 << DIAGDIR_SE | 1 << DIAGDIR_NW) : (1 << DIAGDIR_NE | 1 << DIAGDIR_SW);
08:11<Samu>this?
08:11<nielsm>I think there might also be a macro that does the flag-to-mask conversion (i.e. the 1<<flag thing)
08:12<nielsm>not even flag, bitindex
08:13<Samu>then I "unpack" the diag dirs on the other function
08:14<Samu> for (DiagDirection diag_dir = DIAGDIR_BEGIN; diag_dir != DIAGDIR_END; diag_dir++) { if (diag_dir_mask & 1 << diag_dir) {
08:14<Samu>do stuff; }
08:15<nielsm>ewww why
08:15<nielsm>right now it looks like you're doing bitfiddling for the sake of trying to look smart by doing bitfiddling
08:15<Samu>it's just so that I don't call it multiple times
08:16<nielsm>well have you measured whether it's actually faster?
08:16<nielsm>what's wrong with doing multiple calls?
08:18<Samu>https://paste.openttdcoop.org/puadexwa4
08:19<Samu>lines 53-70 are removed
08:19<Samu>have yet to rename diag_dir_byte to diag_dir_mask in some parts
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08:23<Samu>I'm gonna use EnsureNoShipFromDiagDirByte in more parts
08:23<Samu>not just ship depot
08:25<Samu>ship depot, dock, lock, industry placement, and probably in some other peculiar cases where stuff can be partially built on water
08:25<andythenorth>nielsm: reviewing your own PR :)
08:25<andythenorth>nice :)
08:26<nielsm>it's long since I wrote the code already, so don't have the newlywed rose-tinted glasses any longer :P
08:27<Eddi|zuHause>[07.10.18 12:15] <Eddi|zuHause> andy (who is not here): yeah, that will fail on any non-standard trackset (like NuTracks)
08:27<Samu>like building in a coastal tile with part land, part water
08:27<Eddi|zuHause>(and i gtg)
08:30<Eddi|zuHause>also, todays odd-time-signature-earworm: https://www.youtube.com/watch?v=FuELLd3Ec4U
08:32<andythenorth>Eddi|zuHause: is there any solution? :P
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09:11<andythenorth>quak
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09:22*andythenorth confused by railtypes
09:22<andythenorth>what does 'powered' mean in the context of a railtype?
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09:25<andythenorth>or to describe my problem: how do I drop the pantograph if the engine is not on a railtype that supplies electricity?
09:26<frosch123>there is a variable "powered on current track"
09:27<andythenorth>that will work for cases where the HP is then 0
09:27<frosch123>actually, first question: (A) is your engine pure-electric and you use it in a consist with other engines? or (B) your engine is dual-powered and drives on both?
09:27<andythenorth>I have both A and B
09:27<andythenorth>I solve B first :P
09:27<andythenorth>wondering if I can just measure the HP :P
09:27<frosch123>(B) means your engine is non-electric and you use the variable to query the current rail type and supply a custom list of which you want to have the pantograph up
09:28<andythenorth>ok
09:28<andythenorth>so to do (B) properly, I need to know all railtype grfs?
09:28<frosch123>yep :p
09:28<andythenorth>this is not a new problem, I already have a 'broken' power calculation
09:28<andythenorth>due to only checking ELRL
09:28<frosch123>at least i do not know any trick to work around that
09:29<andythenorth>well
09:29<andythenorth>I only use termite :P
09:29<andythenorth>oof
09:29<andythenorth>I wonder if I can make it less worse for other people though
09:30<andythenorth>these are my power and visual effects switches https://paste.openttdcoop.org/po6klicuv/8y96km/raw
09:30<andythenorth>eddi tells me that's a problem for e.g. nutracks
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09:39<Samu>if (v->z_pos > *((ShipTrackChecker *)data)->z) return NULL;
09:39<Samu>weird code
09:42<Samu>does not build
09:42<Samu>Severity Code Description Project File Line Suppression State Error (active) operand of '*' must be a pointer openttd d:\OpenTTD\OpenTTD GitHub\OpenTTD\src\vehicle.cpp 603
09:42<Samu>if (v->z_pos > *((ShipTrackChecker *)data)->z) return NULL;
09:42<Samu>where
09:44<Samu>if (v->z_pos > (ShipTrackChecker *)data->z) return NULL; - Expression must have pointer-to-class type
09:44<Samu>still fail
09:49<andythenorth>Eddi|zuHause: players who want accurate pantographs for multi-unit consists of twin-pantograph engines
09:49<andythenorth>might have to use depot flip :P
09:52<LordAro>Samu: visual studio provides everything you need to be able to solve this
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09:55<Samu>there was trackoverlap code already in the game, just noticed now
09:56<Samu>but it's for trains
09:57<Samu>ship tracks are very much like rail tracks
09:57<Samu>perhaps i can re-use it without modifications
10:00<Samu>EnsureNoTrainOnTrackBits vs EnsureNoShipFromDiagDirMask
10:00<Samu>slightly different approach
10:01<Samu>train function checks against the trackbits directly
10:03<Samu>my function first unpacks diagdirs to check where a ship is coming from, walks to that tile, and only then it checks for ships against the trackbits
10:04<Samu>each diagdir, makes it walk to a different tile
10:04<Samu>so it will be checking a maximum of 4 tiles, all in 1 function
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10:07<Samu>not sure where exactly i could make use of the overlap functions
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10:10<Samu>maybe I don't have to use them
10:13<Samu>EnsureNoTrainOnTrackProc vs EnsureNoShipOnTrackProc
10:13<Samu>very similar
10:13<Samu>and yet, different
10:20<Samu>think I'm gonna abolish struct ShipTrackChecker
10:20<Samu>height check not needed
10:21<Samu>a ship in a bridge or tunnel is in a wormhole track thing
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10:29<Samu>happy coincidence or not, ship depots are 2-tile wide, tunnels are a minimum of 2-tile wide. All I need to certify is 1-tile neightbour away
10:29<Samu>locks are 3-tile wide
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10:36<Samu>aqueducts, i meant
10:36<Samu>there are no water tunnels
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10:45<Samu>https://paste.openttdcoop.org/p5mqfcanm
10:45<Samu>is this human readable/good code?
10:45<Samu>the description makes sense?
10:47<Samu>i'm unsure about * symbols
10:47<Samu>pointers or whatnot
10:51<andythenorth>hmm
10:54<frosch123>https://dev.openttdcoop.org/issues/8586 <- does anyone want to help with that?
10:54<frosch123>it won't run on its own
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11:05<andythenorth>hmm
11:05<andythenorth>what's needed
11:05<andythenorth>?
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11:25<frosch123>someone who talks snail through setting up a hg or git repository, and commit/push/pull translations
11:25<frosch123>+ setting up ssh-key
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11:37<andythenorth>snail_UES_: o/
11:37<snail_UES_>hi andythenorth
11:38<snail_UES_>sorry I was away from my computer… what will I have to set up for translations to work?
11:38<snail_UES_>is this explained anywhere?
11:40<frosch123>https://dev.openttdcoop.org/projects/home/wiki/Ssh <- there is that
11:40<frosch123>no idea how up-to-date it is
11:41<frosch123>also, someone needs to recommend you whether to use hg or git :)
11:41<andythenorth>not me :P
11:43<snail_UES_>ok I’ll have a look into that...
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12:18<Samu>who can review this bit? https://paste.openttdcoop.org/pwhdeamuj
12:18<Samu>want to know if it is clear enough
12:22<Samu>my englisho
12:30<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 commented on issue #6922: Replace ICU ParagraphLayout with something else? https://git.io/fxs6q
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12:32<andythenorth>^ :D
12:45<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 commented on pull request #6924: Change: Increase custom town max number limit to 20000 https://git.io/fxs6D
12:45<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 closed pull request #6924: Change: Increase custom town max number limit to 20000 https://git.io/fxs6y
12:50<LordAro>harsh
12:50<LordAro>but fair
12:55<frosch123>bigger maps is one of the worst features ever added
12:56<frosch123>people are just too stupid to understand scales
12:56<Samu>oh, but autogenerating towns can go up to 13k
12:56<Samu>t.t
12:58<nielsm>if you play on a gigantic map at least utilize the size to transport things long distances
12:58<nielsm>feature density shouldn't be the same on a large map as on a small map
12:59<Samu>I mean the preset number of towns set to high
12:59<Samu>it will attempt to generate 11k-13k towns in a 4k map
12:59<Samu>feels odd that i can't put a custom number higher than 5k then
13:03<Samu>https://imgur.com/l96JvHH 1.8.0 generating 13k towns, via high preset
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13:05<andythenorth>big maps are stupid
13:05<andythenorth>v2: max 1024^2
13:06<andythenorth>"also new in v2: significantly reduced memory footprint*"
13:06<andythenorth>"also new in v2: faster map generation (average, across all games started)"
13:07<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 commented on pull request #6930: Fix: Displaying issue with the message about airplanes heading to airports with short runways https://git.io/fxsPJ
13:07<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 closed pull request #6930: Fix: Displaying issue with the message about airplanes heading to airports with short runways https://git.io/fxsPU
13:09<Samu>frosh is angry :|
13:09<LordAro>Samu: rule 0 of code reviews: they criticise the code, not the person
13:10<LordAro>he's right, that PR does nothing
13:10<andythenorth>"critique the thing"
13:11<andythenorth>that PR is a definition of tautology
13:11<Samu>strange, i swear it was working
13:11<Samu>gonna retest
13:11<LordAro>(if you can fix it, amend that branch & reopen it, rather than creating a new PR)
13:17<Samu>it is working
13:18<Samu>it is working the way it is posted
13:19<LordAro>does it also work without your patch?
13:19<Samu>gonna test
13:19<LordAro>because your patch shouldn't change anything
13:19<LordAro>it literally does if (foo == a) foo = a;
13:19<Samu>yes, if the previous message was already that
13:20<Samu>then display it again
13:20<LordAro>that's not what that code does
13:20<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 requested changes for pull request #6932: Change: Gradually slow down aircraft speed on breakdown https://git.io/fxsPV
13:24<Samu>testing
13:27<Samu>why it is working now? :(
13:27<LordAro>ha
13:28<Samu>makes me feel bad
13:30<Samu>well, my bad
13:31<LordAro>it happens
13:33<Samu>somehow I made it not work previously, maybe i had other code in the way
13:33<Samu>oh well, sorry about that pr
13:35<andythenorth>learning innit :)
13:37<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency https://git.io/fxsXJ
13:37<frosch123>^^ other opinion on that? i disagree with all three changes
13:40<Samu>frosch123: it is supposedly a fix for this https://github.com/OpenTTD/OpenTTD/issues/6233
13:40<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency https://git.io/fxsXn
13:40<Samu>have to toy with base costs to expose the issues
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13:43<Samu>there is no cost for clearing river because there is also no cost for clearing water on the other tiles
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13:51<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxsXy
13:54<Samu>when building a ship depot on water, it doesn't account the cost for clearing water either
13:54<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxs1e
13:54<LordAro>hmm, adding a comment to a review comment is going to be a bit noisy
13:55<Samu>I guess you want me to reply there
13:55<LordAro>ideally, yes
13:57<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxs1m
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14:24<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency https://git.io/fxsDq
14:24<Samu>:(
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14:36<jk>hi i joined server 1 as spectator and got instantly banned, i didn't join the server for months and was never banned before, can someone explain what happened?
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14:36<LordAro>nope
14:36<LordAro>this is not the reddit server channel
14:37<nielsm>did you see if anyone else was actively playing on the server at the time?
14:37<LordAro>you want #/r/openttd
14:37<nielsm>if it was a manual ban or an automatic one
14:37<ST2>[19:29:44] <Server1> *** JK has joined
14:37<ST2>[19:29:45] <Server1> *** JK was trying to connect from a VPN or proxy in DE, which is not allowed.
14:37<ST2>[19:29:46] <Server1> *** JK has left the game (kicked by server)
14:37<ST2>that one, but as LordAro said, type /join #/r/openttd
14:37<jk>ah, thanks, I'll ask there
14:39<LordAro>ST2: you tried :p
14:40<ST2>he joined there :)
14:44<Samu>trying to understand https://github.com/OpenTTD/OpenTTD/pull/6932#discussion_r223221144
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15:07<Samu>if (v->cur_speed != speed_limit) hard_limit = false;
15:07<Samu>something like this you want?
15:07<Samu>the vehicle could be below or above the limit
15:07<Samu>erm, the current speed
15:16<Samu>ah, i guess i got it
15:16<Samu>there are aircraft that move slower than the breakdown speed
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16:25<Eddi|zuHause><andythenorth> I solve B first :P <-- that's a problem, because A would actually be solvable :p
16:29<Eddi|zuHause>to solve B properly, we need additional railtype introspection variables, as in "given railtypes X and Y, is X powered/compatible/equivalent to Y?"
16:30<Samu>actually, I don't get what you're asking here https://github.com/OpenTTD/OpenTTD/pull/6932#discussion_r223221144
16:31<Samu>i tried
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16:31<Eddi|zuHause>alternatively, B could be solved with allowing two parts of an articulated vehicle to have different railtype
16:33<Samu>hard_limit should only be set to false, if the new speed limit is the actual speed limit. If the speed limit was already smaller than SPEED_LIMIT_BROKEN, then it continues to be a hard limit.
16:34<Samu>my brain :(
16:34<Samu>couldn't decipher this
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16:44<Samu>the hard_limit is already false
16:44<Samu>for all these limits
16:44<Samu>SPEED_LIMIT_TAXI
16:44<Samu>SPEED_LIMIT_APPROACH
16:44<Samu>SPEED_LIMIT_HOLD
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16:53<andythenorth>Eddi|zuHause: I wondered about articulated vehicles hacks
16:53<andythenorth>probably unwise :P
16:54<Eddi|zuHause>well, currently that does not work
16:54<Eddi|zuHause>the railtype of the articulated part is ignored, afaik
16:55<andythenorth>I fundamentally can't see how B can be solved
16:55<andythenorth>powered is bool
16:56<andythenorth>but I have non-boolean power values for the engine
16:56<Samu>If the speed limit was already smaller than SPEED_LIMIT_BROKEN, then it continues to be a hard limit.
16:56<andythenorth>I wondered if we could expose powered_railtype_list somehow from the railtype
16:56<andythenorth>but it doesn't help
16:57<Eddi|zuHause>with the current "powered" variable, X and Y (from above) are fixed to "current railtype" and "original railtype of the vehicle"
16:57<andythenorth>so it would be a switch of 'equivalent to ELRL' and 'equivalent to RAIL'
16:57<andythenorth>?
16:58<Samu>the only times the speed limit is smaller than SPEED_LIMIT_BROKEN is SPEED_LIMIT_APPROACH and SPEED_LIMIT_TAXI
16:58<Eddi|zuHause>no, "equivalent" is something different, not really relevant here
16:58<Samu>and for these, hard_limit is already false
16:58<andythenorth>hmm
16:58<Samu>me setting it to false wouldn't change a thing
16:58<Samu>LordAro: halp
17:00<andythenorth>Eddi|zuHause: in conclusion, it can't be done?
17:00<andythenorth>except by maintaining a manual list of known railtypes
17:01<Eddi|zuHause>i want "equivalent" to be something like that: if my RTT has the following:
17:01<Eddi|zuHause> tracktype_classesAN : [SAAN, RAIL],
17:01<Eddi|zuHause> tracktype_classesBN : [SABN, RAIL],
17:02<Eddi|zuHause>i want to as (e.g. in an actionD) "is tracktype_classesAN equivalent to tracktype_classesBN" [as in, do both of these map to RAIL]
17:02<Eddi|zuHause>*ask
17:02<Eddi|zuHause>that way, i could skip some vehicle definitions
17:03<Eddi|zuHause>if there is no track GRF loaded that distinguishes classes
17:03<andythenorth>right
17:03<andythenorth>somewhere railtypes isn't quite right
17:03<andythenorth>but that bird has flown
17:03<Eddi|zuHause>it's ok, but this kind of variable is missing
17:04<andythenorth>hmm
17:04<andythenorth>maybe we should just have let authors define how many volts the railtype supplies :P
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17:05<andythenorth>it's up to the vehicle how that is used :P
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17:12<andythenorth>so conclusion: variable power depending on railtype is a bad idea
17:12<andythenorth>not just a BAD FEATURE, but actually unwise
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17:33<DorpsGek_II>[OpenTTD/OpenTTD] James103 opened issue #6934: Unable to delete a level crossing whose rail is yours but whose road is owned by another company https://git.io/fxsdx
17:58<Eddi|zuHause>this james guy never heard of the bulldoze button?
17:59<Eddi|zuHause>maybe bulldoze should try to delete everything you own, and only throw an error if nothing could be destroyed at all?
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18:02<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on issue #6934: Unable to delete a level crossing whose rail is yours but whose road is owned by another company https://git.io/fxsFP
18:03<Samu>https://paste.openttdcoop.org/pgokmc1gs making visual studio enter if statements :p
18:03<Eddi|zuHause>not sure if that helped anyone...
18:04<Samu>if visual studio ever stops at line 8, then I was wrong
18:06<Samu>oh crap, visual studio stopped at line 8, I was wrong
18:20<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6934: Unable to delete a level crossing whose rail is yours but whose road is owned by another company https://git.io/fxsbg
18:23<Samu>ookay, it stops at line 8 when aircraft is moving in an airport and breakdowns there
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18:24<Samu>speed limit in that place is 200, below 320 for boken down
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18:27<Samu>AMED_EXACTPOS = 1 << 4, ///< Go exactly to the destination coordinates.
18:27<Samu>yep, it's true, the aircraft is heading for takeoff
18:27<Samu>apparently this isn't considering taxiing
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18:31<Samu> AMED_BRAKE = 1 << 5, ///< Taxiing at the airport.
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18:40<LordAro>Samu: is it worth asking you to stop posting lines of code straight into irc?
18:41<LordAro>again
18:45<Samu>sorry
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18:51<Samu>are you busy? was going to ask to take a look at https://paste.openttdcoop.org/p4ykc3h3j#line-24
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---Logclosed Mon Oct 08 00:00:16 2018