Add: [Script] Include number of victims in ScriptEventVehicleCrashed (#12861)
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@@ -1322,10 +1322,10 @@ void Aircraft::MarkDirty()
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uint Aircraft::Crash(bool flooded)
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{
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uint pass = Vehicle::Crash(flooded) + 2; // pilots
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uint victims = Vehicle::Crash(flooded) + 2; // pilots
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this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
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return pass;
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return victims;
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}
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/**
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@@ -1336,8 +1336,8 @@ static void CrashAirplane(Aircraft *v)
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{
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
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uint pass = v->Crash();
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SetDParam(0, pass);
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uint victims = v->Crash();
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SetDParam(0, victims);
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v->cargo.Truncate();
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v->Next()->cargo.Truncate();
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@@ -1351,8 +1351,8 @@ static void CrashAirplane(Aircraft *v)
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newsitem = STR_NEWS_AIRCRAFT_CRASH;
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}
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AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
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Game::NewEvent(new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
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AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING, victims));
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Game::NewEvent(new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING, victims));
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NewsType newstype = NT_ACCIDENT;
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if (v->owner != _local_company) {
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