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(svn r26118) -Fix-ish?: comparing the old Direction to the possibly new state containing a TrackDir... well comparing apples and pears. Occasionally they would be the same and occasionally not; at least without any logic behind it.
Since the occasions that the false branch was taken never resulted in a bug report, I highly doubt that removing it completely affects anything... except the visual speed of cornering in a numer of corners (<50%) and visual speed in an old style road stop.
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@ -1407,14 +1407,6 @@ again:
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if (new_dir != old_dir) {
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if (new_dir != old_dir) {
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v->direction = new_dir;
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v->direction = new_dir;
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if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
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if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
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if (old_dir != v->state) {
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/* The vehicle is in a road stop */
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v->UpdateInclination(false, true);
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/* Note, return here means that the frame counter is not incremented
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* for vehicles changing direction in a road stop. This causes frames to
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* be repeated. (XXX) Is this intended? */
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return true;
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}
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}
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}
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/* If the vehicle is in a normal road stop and the frame equals the stop frame OR
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/* If the vehicle is in a normal road stop and the frame equals the stop frame OR
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