Fix vehicles emitting smoke when stopped at a bridge signal.
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@@ -3195,6 +3195,7 @@ static bool CheckTrainStayInWormHole(Train *t, TileIndex tile)
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}
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}
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SigSegState seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner);
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SigSegState seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner);
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if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !TryPathReserve(t))) {
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if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !TryPathReserve(t))) {
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t->vehstatus |= VS_TRAIN_SLOWING;
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t->cur_speed = 0;
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t->cur_speed = 0;
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return true;
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return true;
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}
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}
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@@ -3415,6 +3416,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
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if (v->IsFrontEngine() && v->force_proceed == 0) {
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if (v->IsFrontEngine() && v->force_proceed == 0) {
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if (IsTunnelBridgeWithSignRed(gp.new_tile)) {
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if (IsTunnelBridgeWithSignRed(gp.new_tile)) {
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v->cur_speed = 0;
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v->cur_speed = 0;
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v->vehstatus |= VS_TRAIN_SLOWING;
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return false;
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return false;
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}
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}
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if (IsTunnelBridgeExit(gp.new_tile)) {
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if (IsTunnelBridgeExit(gp.new_tile)) {
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@@ -3503,6 +3505,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
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if (IsToCloseBehindTrain(v, gp.new_tile, distance == 0)) {
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if (IsToCloseBehindTrain(v, gp.new_tile, distance == 0)) {
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if (distance == 0) v->wait_counter = 0;
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if (distance == 0) v->wait_counter = 0;
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v->cur_speed = 0;
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v->cur_speed = 0;
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v->vehstatus |= VS_TRAIN_SLOWING;
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return false;
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return false;
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}
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}
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/* flip signal in front to red on bridges*/
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/* flip signal in front to red on bridges*/
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