@@ -2905,13 +2905,13 @@ static void CheckTrainCollision(Vehicle
static void *CheckVehicleAtSignal(Vehicle *v, void *data)
{
Direction dir = *(Direction*)data;
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
DirDiff diff = ChangeDirDiff(DirDifference(v->direction, dir), DIRDIFF_90RIGHT);
if (diff == DIRDIFF_90RIGHT || (v->cur_speed <= 5 && diff <= DIRDIFF_REVERSE)) return v;
DiagDirection exitdir = *(DiagDirection *)data;
/* front engine of a train, not inside wormhole or depot */
if (v->type == VEH_TRAIN && IsFrontEngine(v) && (v->u.rail.track & TRACK_BIT_MASK) != 0) {
if (v->cur_speed <= 5 && TrainExitDir(v->direction, v->u.rail.track) == exitdir) return v;
}
return NULL;
@@ -3004,11 +3004,13 @@ static void TrainController(Vehicle *v,
v->subspeed = 0;
v->progress = 255 - 10;
if (++v->load_unload_time_rem < _settings_game.pf.wait_twoway_signal * 73) {
TileIndex o_tile = gp.new_tile + TileOffsByDiagDir(enterdir);
Direction rdir = ReverseDir(dir);
DiagDirection exitdir = TrackdirToExitdir(i);
TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
exitdir = ReverseDiagDir(exitdir);
/* check if a train is waiting on the other side */
if (VehicleFromPos(o_tile, &rdir, &CheckVehicleAtSignal) == NULL) return;
if (VehicleFromPos(o_tile, &exitdir, &CheckVehicleAtSignal) == NULL) return;
goto reverse_train_direction;
Status change: