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-rw-r--r--src/train_cmd.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index b3f4f9801..6eecf5e5b 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -392,7 +392,7 @@ int Train::GetCurveSpeedLimit() const
static const int absolute_max_speed = UINT16_MAX;
int max_speed = absolute_max_speed;
- if (_settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) return max_speed;
+ if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
int curvecount[2] = {0, 0};
@@ -1989,7 +1989,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
v->force_proceed = 0;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
- if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
+ if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
ToggleBit(v->flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
@@ -2941,8 +2941,10 @@ int Train::UpdateSpeed()
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
- case TAM_ORIGINAL: accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2); break;
- case TAM_REALISTIC:
+ case AM_ORIGINAL:
+ accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2);
+ break;
+ case AM_REALISTIC:
this->max_speed = this->GetCurrentMaxSpeed();
accel = this->GetAcceleration();
break;
@@ -3055,7 +3057,7 @@ static const RailtypeSlowdownParams _railtype_slowdown[] = {
/** Modify the speed of the vehicle due to a change in altitude */
static inline void AffectSpeedByZChange(Train *v, byte old_z)
{
- if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
+ if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
@@ -3451,7 +3453,7 @@ static void TrainController(Train *v, Vehicle *nomove)
update_signals_crossing = true;
if (chosen_dir != v->direction) {
- if (prev == NULL && _settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) {
+ if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
DirDiff diff = DirDifference(v->direction, chosen_dir);
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;