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@@ -2990,12 +2990,12 @@ static void TrainController(Train *v, Ve
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v->cur_speed = 0;
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v->subspeed = 0;
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v->progress = 255 - 100;
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if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
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if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
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} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
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v->cur_speed = 0;
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v->subspeed = 0;
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v->progress = 255 - 10;
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if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
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if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
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DiagDirection exitdir = TrackdirToExitdir(i);
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TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
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@@ -3010,7 +3010,7 @@ static void TrainController(Train *v, Ve
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* reversing of stuck trains is disabled, don't reverse.
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* This does not apply if the reason for reversing is a one-way
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* signal blocking us, because a train would then be stuck forever. */
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if (_settings_game.pf.wait_for_pbs_path == 255 && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
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if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
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UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
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v->wait_counter = 0;
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return;
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@@ -3578,7 +3578,7 @@ static bool TrainLocoHandler(Train *v, b
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++v->wait_counter;
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/* Should we try reversing this tick if still stuck? */
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bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
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bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
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if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
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if (!TryPathReserve(v)) {
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