Adjust stopped/depot detection for running costs division
Fix v/this use in Train::GetRunningCost
This commit is contained in:
@@ -464,12 +464,15 @@ Money Aircraft::GetRunningCost() const
|
||||
const Engine *e = this->GetEngine();
|
||||
uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
|
||||
|
||||
/* running costs if in depot -- I haven't gotten this one working yet, can't figure out how to tell if plane is in the depot */
|
||||
if (this->current_order.IsType(OT_GOTO_DEPOT)) cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
|
||||
|
||||
/* running costs if stopped */
|
||||
if ((this->cur_speed == 0) && !(this->current_order.IsType(OT_GOTO_DEPOT))) cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
|
||||
|
||||
if (this->cur_speed == 0) {
|
||||
if (this->IsInDepot()) {
|
||||
/* running costs if in depot */
|
||||
cost_factor /= _settings_game.difficulty.vehicle_costs_in_depot;
|
||||
} else {
|
||||
/* running costs if stopped */
|
||||
cost_factor /= _settings_game.difficulty.vehicle_costs_when_stopped;
|
||||
}
|
||||
}
|
||||
|
||||
return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
|
||||
}
|
||||
|
Reference in New Issue
Block a user