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(svn r11910) -Fix: play 'ding-ding' crossing sound in more cases (except gameload and crossing construction)

-Fix: crossing sound is bound to tile, not to vehicle
This commit is contained in:
smatz
2008-01-17 20:41:33 +00:00
parent ac0fa7f69f
commit 8d077b16d8
6 changed files with 31 additions and 25 deletions

View File

@@ -1683,20 +1683,23 @@ static Vehicle *TrainApproachingCrossing(TileIndex tile)
/**
* Sets correct crossing state
* @param tile tile to update
* @param sound should we play sound?
* @pre tile is a rail-road crossing
*/
void UpdateLevelCrossing(TileIndex tile)
void UpdateLevelCrossing(TileIndex tile, bool sound)
{
assert(IsLevelCrossingTile(tile));
UnbarCrossing(tile);
/* train on crossing || train approaching crossing */
if (VehicleFromPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile)) {
BarCrossing(tile);
}
bool new_state = VehicleFromPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile);
MarkTileDirtyByTile(tile);
if (new_state != IsCrossingBarred(tile)) {
if (new_state && sound) {
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
}
SetCrossingBarred(tile, new_state);
MarkTileDirtyByTile(tile);
}
}
@@ -3458,7 +3461,7 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
/* approaching a rail/road crossing? then make it red */
if (IsLevelCrossingTile(tile) && !IsCrossingBarred(tile)) {
BarCrossing(tile);
SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
MarkTileDirtyByTile(tile);
}