Revert part of collision detection on aqueducts, on aqueducts collision detection will not be done.
This commit is contained in:

committed by
Jonathan G Rennison

parent
354ecfdf3a
commit
e4a10e9313
@@ -719,12 +719,6 @@ static void ShipController(Ship *v)
|
|||||||
} else {
|
} else {
|
||||||
/* On a bridge */
|
/* On a bridge */
|
||||||
if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
|
if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
|
||||||
if (_settings_game.vehicle.ship_collision_avoidance && gp.old_tile != gp.new_tile){
|
|
||||||
DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
|
|
||||||
track = AxisToTrack(DiagDirToAxis(diagdir));
|
|
||||||
CheckDistanceBetweenShips(gp.new_tile, v, v->state, &track, diagdir);
|
|
||||||
v->tile = gp.new_tile; // Note! Trains and cars keep v->tile fixed on tunnel entrance ships not!! (avoid spaghetti code)
|
|
||||||
}
|
|
||||||
v->x_pos = gp.x;
|
v->x_pos = gp.x;
|
||||||
v->y_pos = gp.y;
|
v->y_pos = gp.y;
|
||||||
v->UpdatePosition();
|
v->UpdatePosition();
|
||||||
|
Reference in New Issue
Block a user