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@ -1083,7 +1083,7 @@ static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
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check_tile = ahead_end;
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check_tile = ahead_end;
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continue;
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continue;
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}
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}
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if (IsDriveThroughStopTile(check_tile) && GetDriveThroughStopDisallowedRoadDirections(check_tile) != DRD_NONE) {
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if (IsStationRoadStopTile(check_tile) && IsDriveThroughStopTile(check_tile) && GetDriveThroughStopDisallowedRoadDirections(check_tile) != DRD_NONE) {
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const RoadStop *rs = RoadStop::GetByTile(check_tile, GetRoadStopType(check_tile));
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const RoadStop *rs = RoadStop::GetByTile(check_tile, GetRoadStopType(check_tile));
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DiagDirection dir = DirToDiagDir(v->direction);
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DiagDirection dir = DirToDiagDir(v->direction);
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const RoadStop::Entry *entry = rs->GetEntry(dir);
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const RoadStop::Entry *entry = rs->GetEntry(dir);
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@ -1799,7 +1799,7 @@ again:
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* stop. It also makes it possible to load when on the edge of
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* stop. It also makes it possible to load when on the edge of
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* two road stops; otherwise you could get vehicles that should
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* two road stops; otherwise you could get vehicles that should
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* be loading but are not actually loading. */
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* be loading but are not actually loading. */
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if (IsDriveThroughStopTile(v->tile) &&
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if (IsStationRoadStopTile(v->tile) && IsDriveThroughStopTile(v->tile) &&
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RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
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RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
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v->tile != tile) {
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v->tile != tile) {
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/* So, keep 'our' state */
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/* So, keep 'our' state */
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