(svn r21945) -Codechange: simplify setting the overtaking counter and remove the magic from its numbers
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@@ -773,13 +773,10 @@ static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
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od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
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if (CheckRoadBlockedForOvertaking(&od)) return;
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if (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) {
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v->overtaking_ctr = 0x11;
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v->overtaking = RVSB_DRIVE_SIDE;
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} else {
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v->overtaking_ctr = 0;
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v->overtaking = RVSB_DRIVE_SIDE;
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}
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/* When the vehicle in front of us is stopped we may only take
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* half the time to pass it than when the vehicle is moving. */
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v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
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v->overtaking = RVSB_DRIVE_SIDE;
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}
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static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z)
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@@ -1043,7 +1040,7 @@ static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *p
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if (IsTileType(v->tile, MP_STATION)) {
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/* Force us to be not overtaking! */
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v->overtaking = 0;
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} else if (++v->overtaking_ctr >= 35) {
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} else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
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/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
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* if the vehicle started a corner. To protect that, only allow an abort of
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* overtake if we are on straight roads */
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