File diff r17212:b27bb8c2d9f7 → r17213:9e1a5315b952
src/train_cmd.cpp
Show inline comments
 
@@ -2990,12 +2990,12 @@ static void TrainController(Train *v, Ve
 
							v->cur_speed = 0;
 
							v->subspeed = 0;
 
							v->progress = 255 - 100;
 
							if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
 
							if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
 
						} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
 
							v->cur_speed = 0;
 
							v->subspeed = 0;
 
							v->progress = 255 - 10;
 
							if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
 
							if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
 
								DiagDirection exitdir = TrackdirToExitdir(i);
 
								TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
 

	
 
@@ -3010,7 +3010,7 @@ static void TrainController(Train *v, Ve
 
						 * reversing of stuck trains is disabled, don't reverse.
 
						 * This does not apply if the reason for reversing is a one-way
 
						 * signal blocking us, because a train would then be stuck forever. */
 
						if (_settings_game.pf.wait_for_pbs_path == 255 && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
 
						if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
 
								UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
 
							v->wait_counter = 0;
 
							return;
 
@@ -3578,7 +3578,7 @@ static bool TrainLocoHandler(Train *v, b
 
		++v->wait_counter;
 

	
 
		/* Should we try reversing this tick if still stuck? */
 
		bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
 
		bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
 

	
 
		if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
 
		if (!TryPathReserve(v)) {