Re: poor game flow in large maps
Reply #35 –
bool haltestelle_t::step()
(...)
else if(reroute_counter!=welt->get_schedule_counter()) {
// all new connection updated => recalc routes
if( !reroute_goods() ) {
and
bool haltestelle_t::reroute_goods()
{
// reroute only on demand
reroute_counter = welt->get_schedule_counter();
(...)
// break after a certain number of reroute actions
if( ++packets==255 ) {
return false;
}
Then, after breaking, reroute_goods() will not be called again, isn't it ?