From 59d41a89c452d5cab3714c5acf87926599a3e81c Mon Sep 17 00:00:00 2001 From: frosch Date: Mon, 16 Mar 2015 20:01:14 +0000 Subject: [PATCH] (svn r27190) -Fix [FS#6255] (r27106): Original road vehicle acceleration crashed for vehicles taking over. --- src/roadveh_cmd.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp index 39a406a17b..35c671d355 100644 --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -824,8 +824,9 @@ static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u) if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return; /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is - * accelerating, take the maximum speed for the comparison, else the current speed. */ - int u_speed = u->GetAcceleration() > 0 ? u->GetCurrentMaxSpeed() : u->cur_speed; + * accelerating, take the maximum speed for the comparison, else the current speed. + * Original acceleration always accelerates, so always use the maximum speed. */ + int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed; if (u_speed >= v->GetCurrentMaxSpeed() && !(u->vehstatus & VS_STOPPED) && u->cur_speed != 0) {