From 4759019cf5275d3429e12aa0ed10101b82c74863 Mon Sep 17 00:00:00 2001 From: Jonathan G Rennison Date: Sat, 31 Oct 2015 01:31:06 +0000 Subject: [PATCH] Fix vehicles emitting smoke when stopped at a bridge signal. --- src/train_cmd.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp index e4a62ce425..28d9248b6a 100644 --- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -3195,6 +3195,7 @@ static bool CheckTrainStayInWormHole(Train *t, TileIndex tile) } SigSegState seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner); if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !TryPathReserve(t))) { + t->vehstatus |= VS_TRAIN_SLOWING; t->cur_speed = 0; return true; } @@ -3415,6 +3416,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse) if (v->IsFrontEngine() && v->force_proceed == 0) { if (IsTunnelBridgeWithSignRed(gp.new_tile)) { v->cur_speed = 0; + v->vehstatus |= VS_TRAIN_SLOWING; return false; } if (IsTunnelBridgeExit(gp.new_tile)) { @@ -3503,6 +3505,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse) if (IsToCloseBehindTrain(v, gp.new_tile, distance == 0)) { if (distance == 0) v->wait_counter = 0; v->cur_speed = 0; + v->vehstatus |= VS_TRAIN_SLOWING; return false; } /* flip signal in front to red on bridges*/