Only show edge level crossing overlays even when safer crossings is off

This commit is contained in:
Jonathan G Rennison
2022-11-02 23:00:57 +00:00
parent 49bda05fb5
commit 4b08874583
2 changed files with 2 additions and 2 deletions

View File

@@ -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);

View File

@@ -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);