Only show edge level crossing overlays even when safer crossings is off
This commit is contained in:
@@ -2274,7 +2274,7 @@ static void DrawTile_Road(TileInfo *ti, DrawTileProcParams params)
|
|||||||
DrawGroundSprite(rail, pal);
|
DrawGroundSprite(rail, pal);
|
||||||
|
|
||||||
|
|
||||||
if (_settings_game.vehicle.safer_crossings && _settings_game.vehicle.adjacent_crossings) {
|
if (_settings_game.vehicle.adjacent_crossings) {
|
||||||
const Axis axis = GetCrossingRoadAxis(ti->tile);
|
const Axis axis = GetCrossingRoadAxis(ti->tile);
|
||||||
const DiagDirection dir1 = AxisToDiagDir(axis);
|
const DiagDirection dir1 = AxisToDiagDir(axis);
|
||||||
const DiagDirection dir2 = ReverseDiagDir(dir1);
|
const DiagDirection dir2 = ReverseDiagDir(dir1);
|
||||||
|
@@ -2681,7 +2681,7 @@ void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_close)
|
|||||||
|
|
||||||
void MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(TileIndex tile, Axis road_axis)
|
void MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(TileIndex tile, Axis road_axis)
|
||||||
{
|
{
|
||||||
if (!(_settings_game.vehicle.safer_crossings && _settings_game.vehicle.adjacent_crossings)) return;
|
if (!_settings_game.vehicle.adjacent_crossings) return;
|
||||||
|
|
||||||
const DiagDirection dir1 = AxisToDiagDir(road_axis);
|
const DiagDirection dir1 = AxisToDiagDir(road_axis);
|
||||||
const DiagDirection dir2 = ReverseDiagDir(dir1);
|
const DiagDirection dir2 = ReverseDiagDir(dir1);
|
||||||
|
Reference in New Issue
Block a user