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authorDarkvater <Darkvater@openttd.org>2007-03-04 22:14:32 +0000
committerDarkvater <Darkvater@openttd.org>2007-03-04 22:14:32 +0000
commitf8a5fa09212c9f80d14b3581ba6365ba0f073ac2 (patch)
tree01ab26a3b70ffbe48b2c296ccd0823e7ce0d8d77 /src
parent2422f47f1a683e65818ae36488098d48806fdc09 (diff)
downloadopenttd-f8a5fa09212c9f80d14b3581ba6365ba0f073ac2.tar.xz
(svn r9009) -Fix (r1): Determine whether to play a sound or not when entering a tunnel based on engine type (only steam engines) instead of on spritenum which can be invalid for newgrf trains. DBSet(XL) or any other steam trains without newsounds should sound their horn now.
Diffstat (limited to 'src')
-rw-r--r--src/tunnelbridge_cmd.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp
index 14dfcf154..4b7e49f3c 100644
--- a/src/tunnelbridge_cmd.cpp
+++ b/src/tunnelbridge_cmd.cpp
@@ -1265,7 +1265,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
if (v->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
- if (!PlayVehicleSound(v, VSE_TUNNEL) && v->spritenum < 4) {
+ if (!PlayVehicleSound(v, VSE_TUNNEL) && RailVehInfo(v->engine_type)->engclass == 0) {
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
}
return VETSB_CONTINUE;