mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r15320) -Codechange: Increase 'realistic' acceleration 'resolution' by one bit by reducing a division and removing a multiplication: 3/4*2 = 0; 3/2 = 1. And a smidgeon less CPU usage, hah.
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@ -504,9 +504,9 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
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}
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}
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if (mode == AM_ACCEL) {
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if (mode == AM_ACCEL) {
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return (force - resistance) / (mass * 4);
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return (force - resistance) / (mass * 2);
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} else {
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} else {
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return min((-force - resistance) / (mass * 4), -10000 / (mass * 4));
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return min((-force - resistance) / mass, -10000 / mass);
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}
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}
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}
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}
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@ -3255,18 +3255,18 @@ static int UpdateTrainSpeed(Vehicle *v)
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if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
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if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
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switch (_settings_game.vehicle.train_acceleration_model) {
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switch (_settings_game.vehicle.train_acceleration_model) {
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default: NOT_REACHED();
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default: NOT_REACHED();
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case TAM_ORIGINAL: accel = v->acceleration * -2; break;
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case TAM_ORIGINAL: accel = v->acceleration * -4; break;
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case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_BRAKE) * 2; break;
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case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_BRAKE); break;
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}
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}
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} else {
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} else {
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switch (_settings_game.vehicle.train_acceleration_model) {
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switch (_settings_game.vehicle.train_acceleration_model) {
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default: NOT_REACHED();
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default: NOT_REACHED();
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case TAM_ORIGINAL: accel = v->acceleration; break;
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case TAM_ORIGINAL: accel = v->acceleration * 2; break;
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case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_ACCEL); break;
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case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_ACCEL); break;
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}
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}
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}
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}
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uint spd = v->subspeed + accel * 2;
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uint spd = v->subspeed + accel;
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v->subspeed = (byte)spd;
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v->subspeed = (byte)spd;
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{
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{
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int tempmax = v->max_speed;
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int tempmax = v->max_speed;
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