fix #34 - end_index not set when step_a returned in phase 2
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3f382974b8
commit
5b7a06fe0f
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advtrains.zip
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advtrains.zip
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@ -165,7 +165,7 @@ function advtrains.train_step_a(id, train, dtime)
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if node_ok==nil then
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--block not loaded, do nothing
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atprint("last_pos not available")
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atprint("last_pos", advtrains.round_vector_floor_y(train.last_pos), "not loaded and not in ndb, waiting")
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return nil
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elseif node_ok==false then
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atprint("no track here, (fail) removing train.")
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@ -184,7 +184,7 @@ function advtrains.train_step_a(id, train, dtime)
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if prevnode_ok==nil then
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--block not loaded, do nothing
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atprint("prev not available")
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atprint("last_pos_prev", advtrains.round_vector_floor_y(train.last_pos_prev), "not loaded and not in ndb, waiting")
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return nil
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elseif prevnode_ok==false then
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atprint("no track at prev, (fail) removing train.")
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@ -483,6 +483,12 @@ end
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function advtrains.train_step_b(id, train, dtime)
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--hacky fix: if train_step_a returned in phase 2, end_index may not be set.
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--just return
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if not train.end_index then
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return
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end
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--- 8. check for collisions with other trains and damage players ---
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local train_moves=(train.velocity~=0)
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