@@ -113,20 +113,6 @@ void CheckTrainsLengths()
}
/**
* Update visual effect, power and acceleration caches.
* Called when a vehicle in the consist enters a different railtype.
*/
void Train::RailtypeChanged()
{
for (Train *u = this; u != NULL; u = u->Next()) {
/* The wagon-is-powered-state should not change, so the weight does not change. */
u->UpdateVisualEffect(false);
this->PowerChanged();
if (this->IsFrontEngine()) this->UpdateAcceleration();
* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
* to/removed from the chain, and when the game is loaded.
* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
@@ -1589,9 +1575,6 @@ void ReverseTrainSwapVeh(Train *v, int l
SwapTrainFlags(&a->gv_flags, &a->gv_flags);
UpdateStatusAfterSwap(a);
/* Update power of the train in case tiles were different rail type. */
v->RailtypeChanged();
@@ -3246,7 +3229,7 @@ bool TrainController(Train *v, Vehicle *
v->tile = gp.new_tile;
if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
v->First()->RailtypeChanged();
v->First()->ConsistChanged(true);
v->track = chosen_track;