Simplify some rail/signalled tunnel/bridge tile checks

This commit is contained in:
Jonathan G Rennison
2021-11-13 17:26:07 +00:00
parent dad007e16a
commit 48977853a4
3 changed files with 30 additions and 14 deletions

View File

@@ -4003,8 +4003,7 @@ static bool HasLongReservePbsSignalOnTrackdir(Train* v, TileIndex tile, Trackdir
static TileIndex CheckLongReservePbsTunnelBridgeOnTrackdir(Train* v, TileIndex tile, Trackdir trackdir)
{
if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC && IsTileType(tile, MP_TUNNELBRIDGE) &&
GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && IsTunnelBridgeSignalSimulationEntrance(tile) && TrackdirEntersTunnelBridge(tile, trackdir)) {
if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC && IsTunnelBridgeSignalSimulationEntranceTile(tile) && TrackdirEntersTunnelBridge(tile, trackdir)) {
TileIndex end = GetOtherTunnelBridgeEnd(tile);
int raw_free_tiles;
@@ -6148,8 +6147,7 @@ static bool TrainCheckIfLineEnds(Train *v, bool reverse)
/* approaching a rail/road crossing? then make it red */
if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL &&
IsTunnelBridgeSignalSimulationEntrance(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) {
if (IsTunnelBridgeSignalSimulationEntranceTile(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) {
return TrainApproachingLineEnd(v, true, reverse);
}