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(svn r1708) - Fix: FindNearestHangar() will no longer return a hangar where a jet will crash if it is a jet, that is searching
- Codechange: Since planes move in strait lines in 8 directions, GetTileDistAdv() is used instead of manhatten distance in FindNearestHangar()
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@ -37,16 +37,17 @@ static const SpriteID _aircraft_sprite[] = {
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// bit 16 is set in the return value if the player do not have any airports with a hangar (like helipads only)
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static uint32 FindNearestHangar(Vehicle *v)
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{
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/* TODO add a check to see if the aircraft can land at the airport */
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Station *st;
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uint32 temp_distance, distance = 65000;
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uint temp_distance, distance = 0xFFFF;
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uint16 index_to_target = 0;
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FOR_ALL_STATIONS(st) {
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if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
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if (GetAirport(st->airport_type)->terminals != NULL) {
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TileIndex airport_tile = st->airport_tile;
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temp_distance = abs((v->x_pos >> 4) - TileX(airport_tile)) + abs((v->y_pos >> 4) - TileY(airport_tile));
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// don't crash the planes if we know they can't land at the airport
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if (HASBIT(v->subtype,1) && st->airport_type == AT_SMALL && !_cheats.no_jetcrash.value) continue;
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temp_distance = GetTileDistAdv(v->tile, st->airport_tile);
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if (temp_distance < distance) {
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distance = temp_distance;
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index_to_target = st->index;
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