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