File diff r16493:669442e25f27 → r16494:6827cb0184c6
src/train_cmd.cpp
Show inline comments
 
@@ -2005,13 +2005,13 @@ static void HandleLocomotiveSmokeCloud(c
 
				 * maximum speed no diesel_smoke is emitted as train has enough traction to keep locomotive running optimally.
 
				 * REGULATION:
 
				 * - up to which speed a diesel train is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
 
				 * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
 
				if (u->cur_speed < (u->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
 
						Chance16((64 - ((u->cur_speed << 5) / u->vcache.cached_max_speed) + (32 >> (u->acc_cache.cached_power >> 10)) - (32 >> (u->acc_cache.cached_weight >> 9))), (512 >> _settings_game.vehicle.smoke_amount))) {
 
					CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
 
					CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
 
					sound = true;
 
				}
 
				break;
 

	
 
			case 2:
 
				/* Electric train's spark - more often occurs when train is departing (more load)
 
@@ -2019,13 +2019,13 @@ static void HandleLocomotiveSmokeCloud(c
 
				 * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
 
				 * reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed.
 
				 * REGULATION:
 
				 * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
 
				if (GB(v->tick_counter, 0, 2) == 0 &&
 
						Chance16((6 - ((u->cur_speed << 2) / u->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
 
					CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
 
					CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
 
					sound = true;
 
				}
 
				break;
 

	
 
			default:
 
				break;