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@ -2869,36 +2869,6 @@ static void TrainEnterStation(Train *v, StationID station)
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StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
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}
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static byte AfterSetTrainPos(Train *v, bool new_tile)
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{
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byte old_z = v->z_pos;
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v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
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if (new_tile) {
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ClrBit(v->gv_flags, GVF_GOINGUP_BIT);
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ClrBit(v->gv_flags, GVF_GOINGDOWN_BIT);
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if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
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/* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
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* To check whether the current tile is sloped, and in which
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* direction it is sloped, we get the 'z' at the center of
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* the tile (middle_z) and the edge of the tile (old_z),
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* which we then can compare. */
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static const int HALF_TILE_SIZE = TILE_SIZE / 2;
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static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
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byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
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if (middle_z != v->z_pos) {
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SetBit(v->gv_flags, (middle_z > old_z) ? GVF_GOINGUP_BIT : GVF_GOINGDOWN_BIT);
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}
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}
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}
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VehicleMove(v, true);
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return old_z;
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}
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/* Check if the vehicle is compatible with the specified tile */
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static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
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{
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@ -3322,7 +3292,7 @@ static void TrainController(Train *v, Vehicle *nomove)
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}
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/* We need to update signal status, but after the vehicle position hash
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* has been updated by AfterSetTrainPos() */
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* has been updated by UpdateInclination() */
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update_signals_crossing = true;
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if (chosen_dir != v->direction) {
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@ -3381,7 +3351,7 @@ static void TrainController(Train *v, Vehicle *nomove)
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v->y_pos = gp.y;
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/* update the Z position of the vehicle */
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byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
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byte old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
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if (prev == NULL) {
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/* This is the first vehicle in the train */
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@ -3537,9 +3507,9 @@ static void ChangeTrainDirRandomly(Train *v)
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v->UpdateDeltaXY(v->direction);
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v->cur_image = v->GetImage(v->direction);
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/* Refrain from updating the z position of the vehicle when on
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* a bridge, because AfterSetTrainPos will put the vehicle under
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* a bridge, because UpdateInclination() will put the vehicle under
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* the bridge in that case */
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if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
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if (v->track != TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false);
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}
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} while ((v = v->Next()) != NULL);
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}
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