--- a/npf.c Sun Mar 05 12:22:20 2006 +0000
+++ b/npf.c Sun Mar 05 12:34:55 2006 +0000
@@ -162,11 +162,11 @@
{
DiagDirection exitdir = TrackdirToExitdir((Trackdir)current->direction);
TileIndex tile = current->tile;
- if ((DiagDirection)GB(_m[tile].m5, 0, 2) == ReverseDiagdir(exitdir)) {
+ if ((DiagDirection)GB(_m[tile].m5, 0, 2) == ReverseDiagDir(exitdir)) {
/* We just popped out if this tunnel, since were
* facing the tunnel exit */
FindLengthOfTunnelResult flotr;
- flotr = FindLengthOfTunnel(tile, ReverseDiagdir(exitdir));
+ flotr = FindLengthOfTunnel(tile, ReverseDiagDir(exitdir));
return flotr.length * NPF_TILE_LENGTH;
//TODO: Penalty for tunnels?
} else {
@@ -543,7 +543,7 @@
* otherwise (only for trains, since only with trains you can
* (sometimes) reach tiles after reversing that you couldn't reach
* without reversing. */
- if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagdir(exitdir)) && type == TRANSPORT_RAIL) {
+ if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagDir(exitdir)) && type == TRANSPORT_RAIL) {
/* We are headed inwards. We can only reverse here, so we'll not
* consider this direction, but jump ahead to the reverse direction.
* It would be nicer to return one neighbour here (the reverse
@@ -596,7 +596,7 @@
* orientation. They are only "inwards", since we are reaching this tile
* from some other tile. This prevents vehicles driving into depots from
* the back */
- ts = TrackdirToTrackdirBits(DiagdirToDiagTrackdir(ReverseDiagdir(exitdir)));
+ ts = TrackdirToTrackdirBits(DiagdirToDiagTrackdir(ReverseDiagDir(exitdir)));
} else {
ts = GetTileTrackStatus(dst_tile, type);
}