(svn r2322) - CodeChange: doxygen commented the tunnel-crash fix. Also if (bla) {return;} else {return;} is not proper code. It's if (bla) {return;} return; ;)

This commit is contained in:
Darkvater 2005-05-15 16:30:02 +00:00
parent 89587c1d51
commit 3fd39ec630
1 changed files with 9 additions and 7 deletions

View File

@ -1619,6 +1619,10 @@ bool SignalVehicleCheck(TileIndex tile, uint track)
dest.tile = tile;
dest.track = track;
/** @todo "Hackish" fix for the tunnel problems. This is needed because a tunnel
* is some kind of invisible black hole, and there is some special magic going
* on in there. This 'workaround' can be removed once the maprewrite is done.
*/
if (GetTileType(tile)==MP_TUNNELBRIDGE && ((_map5[tile] & 0xF0)==0)) {
// It is a tunnel we're checking, we need to do some special stuff
// because VehicleFromPos will not find the vihicle otherwise
@ -1628,12 +1632,10 @@ bool SignalVehicleCheck(TileIndex tile, uint track)
dest.track = 1 << (direction & 1); // get the trackbit the vehicle would have if it has not entered the tunnel yet (ie is still visible)
// check for a vehicle with that trackdir on the start tile of the tunnel
if (VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL)
return true;
if (VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL) return true;
// check for a vehicle with that trackdir on the end tile of the tunnel
if (VehicleFromPos(flotr.tile, &dest, SignalVehicleCheckProc) != NULL)
return true;
if (VehicleFromPos(flotr.tile, &dest, SignalVehicleCheckProc) != NULL) return true;
// now check all tiles from start to end for a "hidden" vehicle
// NOTE: the hashes for tiles may overlap, so this could maybe be optimised a bit by not checking every tile?
@ -1645,9 +1647,9 @@ bool SignalVehicleCheck(TileIndex tile, uint track)
// no vehicle found
return false;
} else {
return VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL;
};
}
return VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL;
}
static void SetSignalsAfterProc(TrackPathFinder *tpf)