Reduce redundant calls to get current max speed for trains and RVs

Between ShowVisualEffect() and UpdateSpeed()
This commit is contained in:
Jonathan G Rennison
2022-06-01 20:05:45 +01:00
parent af270a63ad
commit 6d877b5e70
7 changed files with 28 additions and 21 deletions

View File

@@ -795,11 +795,11 @@ static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
* and subspeed) variables. Furthermore, it returns the distance that
* the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
* the distance to drive before moving a step on the map.
* @param max_speed maximum speed as from GetCurrentMaxSpeed()
* @return distance to drive.
*/
int RoadVehicle::UpdateSpeed()
int RoadVehicle::UpdateSpeed(int max_speed)
{
int max_speed = this->GetCurrentMaxSpeed();
switch (_settings_game.vehicle.roadveh_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL: {
@@ -2126,10 +2126,14 @@ static bool RoadVehController(RoadVehicle *v)
if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
v->ShowVisualEffect();
int j;
{
int max_speed = v->GetCurrentMaxSpeed();
v->ShowVisualEffect(max_speed);
/* Check how far the vehicle needs to proceed */
int j = v->UpdateSpeed();
/* Check how far the vehicle needs to proceed */
j = v->UpdateSpeed(max_speed);
}
int adv_spd = v->GetAdvanceDistance();
bool blocked = false;