(svn r15236) -Codechange: Rename realistic_acceleration patch option to train_acceleration_model, and change from boolean to value. Don't forget to update your settings.
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@@ -1965,7 +1965,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, ui
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if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR;
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if (flags & DC_EXEC) {
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if (_settings_game.vehicle.realistic_acceleration && v->cur_speed != 0) {
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if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
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ToggleBit(v->u.rail.flags, VRF_REVERSING);
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} else {
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v->cur_speed = 0;
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@@ -3280,16 +3280,16 @@ static int UpdateTrainSpeed(Vehicle *v)
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uint accel;
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if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
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if (_settings_game.vehicle.realistic_acceleration) {
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accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
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} else {
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accel = v->acceleration * -2;
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switch (_settings_game.vehicle.train_acceleration_model) {
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default: NOT_REACHED();
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case TAM_ORIGINAL: accel = v->acceleration * -2; break;
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case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_BRAKE) * 2; break;
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}
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} else {
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if (_settings_game.vehicle.realistic_acceleration) {
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accel = GetTrainAcceleration(v, AM_ACCEL);
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} else {
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accel = v->acceleration;
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switch (_settings_game.vehicle.train_acceleration_model) {
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default: NOT_REACHED();
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case TAM_ORIGINAL: accel = v->acceleration; break;
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case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_ACCEL); break;
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}
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}
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@@ -3439,7 +3439,7 @@ static const RailtypeSlowdownParams _railtype_slowdown[] = {
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/** Modify the speed of the vehicle due to a turn */
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static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
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{
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if (_settings_game.vehicle.realistic_acceleration) return;
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if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
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DirDiff diff = DirDifference(v->direction, new_dir);
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if (diff == DIRDIFF_SAME) return;
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@@ -3451,7 +3451,7 @@ static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
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/** Modify the speed of the vehicle due to a change in altitude */
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static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
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{
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if (old_z == v->z_pos || _settings_game.vehicle.realistic_acceleration) return;
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if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
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const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
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