@@ -323,7 +323,7 @@ static int32_t NPFWaterPathCost(AyStar *
cost += _settings_game.pf.npf.npf_buoy_penalty; // A small penalty for going over buoys
}
if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction)) {
if (current->direction != NextTrackdir(parent->path.node.direction)) {
cost += _settings_game.pf.npf.npf_water_curve_penalty;
@@ -527,7 +527,7 @@ static int32_t NPFRailPathCost(AyStar *a
cost += NPFSlopeCost(current);
/* Check for turns */
cost += _settings_game.pf.npf.npf_rail_curve_penalty;
/* TODO, with realistic acceleration, also the amount of straight track between
@@ -1321,7 +1321,7 @@ Track NPFTrainChooseTrack(const Train *v
if (target != nullptr) {
target->tile = ftd.node.tile;
target->trackdir = (Trackdir)ftd.node.direction;
target->trackdir = ftd.node.direction;
target->okay = ftd.res_okay;
Status change: