diff --git a/rail_cmd.c b/rail_cmd.c index 28c5e5a4d6..42516594b0 100644 --- a/rail_cmd.c +++ b/rail_cmd.c @@ -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)