Always show if train breakdown is due to RV collision
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@@ -3317,7 +3317,8 @@ public:
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if (v->vehstatus & VS_CRASHED) {
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if (v->vehstatus & VS_CRASHED) {
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str = STR_VEHICLE_STATUS_CRASHED;
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str = STR_VEHICLE_STATUS_CRASHED;
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} else if (v->breakdown_ctr == 1 || (v->type == VEH_TRAIN && Train::From(v)->flags & VRF_IS_BROKEN)) {
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} else if (v->breakdown_ctr == 1 || (v->type == VEH_TRAIN && Train::From(v)->flags & VRF_IS_BROKEN)) {
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if (_settings_game.vehicle.improved_breakdowns) {
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const Vehicle *w = (v->type == VEH_TRAIN) ? GetMostSeverelyBrokenEngine(Train::From(v)) : v;
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if (_settings_game.vehicle.improved_breakdowns || w->breakdown_type == BREAKDOWN_RV_CRASH) {
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str = STR_VEHICLE_STATUS_BROKEN_DOWN_VEL;
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str = STR_VEHICLE_STATUS_BROKEN_DOWN_VEL;
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SetDParam(3, v->GetDisplaySpeed());
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SetDParam(3, v->GetDisplaySpeed());
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} else {
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} else {
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@@ -3332,7 +3333,6 @@ public:
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SetDParam(1, v->current_order.GetDestination());
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SetDParam(1, v->current_order.GetDestination());
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}
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}
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} else {
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} else {
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const Vehicle *w = (v->type == VEH_TRAIN) ? GetMostSeverelyBrokenEngine(Train::From(v)) : v;
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SetDParam(0, STR_BREAKDOWN_TYPE_CRITICAL + w->breakdown_type);
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SetDParam(0, STR_BREAKDOWN_TYPE_CRITICAL + w->breakdown_type);
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if (w->breakdown_type == BREAKDOWN_LOW_SPEED) {
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if (w->breakdown_type == BREAKDOWN_LOW_SPEED) {
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