mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-02-07 23:10:04 +00:00
Fix: Changing NPF max search nodes while in-game had no effect (#12194)
This commit is contained in:
parent
40a75e0b8d
commit
f845b4bbc3
@ -1040,6 +1040,10 @@ static NPFFoundTargetData NPFRouteInternal(AyStarNode *start1, bool ignore_start
|
||||
/* Initialize user_data */
|
||||
_npf_aystar.user_data = user;
|
||||
|
||||
/* We will limit the number of nodes for now, until we have a better
|
||||
* solution to really fix performance */
|
||||
_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
|
||||
|
||||
/* GO! */
|
||||
[[maybe_unused]] int r = _npf_aystar.Main();
|
||||
assert(r != AYSTAR_STILL_BUSY);
|
||||
@ -1113,9 +1117,6 @@ void InitializeNPF()
|
||||
}
|
||||
_npf_aystar.loops_per_tick = 0;
|
||||
_npf_aystar.max_path_cost = 0;
|
||||
/* We will limit the number of nodes for now, until we have a better
|
||||
* solution to really fix performance */
|
||||
_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
|
||||
}
|
||||
|
||||
static void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, const Vehicle *v, bool reserve_path = false)
|
||||
|
Loading…
Reference in New Issue
Block a user