Revert part of collision detection on aqueducts, on aqueducts collision detection will not be done.

This commit is contained in:
HackaLittleBit
2018-01-26 20:06:50 +00:00
committed by Jonathan G Rennison
parent 354ecfdf3a
commit e4a10e9313

View File

@@ -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();