Elide vehicle random trigger callbacks
This commit is contained in:
@@ -1378,19 +1378,28 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, byte base_rando
|
||||
/* We can't trigger a non-existent vehicle... */
|
||||
assert(v != nullptr);
|
||||
|
||||
VehicleResolverObject object(v->engine_type, v, VehicleResolverObject::WO_CACHED, false, CBID_RANDOM_TRIGGER);
|
||||
object.waiting_triggers = v->waiting_triggers | trigger;
|
||||
v->waiting_triggers = object.waiting_triggers; // store now for var 5F
|
||||
uint32 reseed = 0;
|
||||
if (Engine::Get(v->engine_type)->callbacks_used & SGCU_RANDOM_TRIGGER) {
|
||||
VehicleResolverObject object(v->engine_type, v, VehicleResolverObject::WO_CACHED, false, CBID_RANDOM_TRIGGER);
|
||||
object.waiting_triggers = v->waiting_triggers | trigger;
|
||||
v->waiting_triggers = object.waiting_triggers; // store now for var 5F
|
||||
|
||||
const SpriteGroup *group = object.Resolve();
|
||||
if (group == nullptr) return;
|
||||
const SpriteGroup *group = object.Resolve();
|
||||
if (group == nullptr) return;
|
||||
|
||||
/* Store remaining triggers. */
|
||||
v->waiting_triggers = object.GetRemainingTriggers();
|
||||
/* Store remaining triggers. */
|
||||
v->waiting_triggers = object.GetRemainingTriggers();
|
||||
|
||||
reseed = object.GetReseedSum();
|
||||
} else {
|
||||
v->waiting_triggers |= trigger;
|
||||
|
||||
const Engine *e = Engine::Get(v->engine_type);
|
||||
if (!(e->grf_prop.spritegroup[v->cargo_type] || e->grf_prop.spritegroup[CT_DEFAULT])) return;
|
||||
}
|
||||
|
||||
/* Rerandomise bits. Scopes other than SELF are invalid for rerandomisation. For bug-to-bug-compatibility with TTDP we ignore the scope. */
|
||||
byte new_random_bits = Random();
|
||||
uint32 reseed = object.GetReseedSum();
|
||||
v->random_bits &= ~reseed;
|
||||
v->random_bits |= (first ? new_random_bits : base_random_bits) & reseed;
|
||||
|
||||
|
Reference in New Issue
Block a user