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authormichi_cc <michi_cc@openttd.org>2010-07-02 16:34:03 +0000
committermichi_cc <michi_cc@openttd.org>2010-07-02 16:34:03 +0000
commitffdbb7ec81c74a5f0267ebe8e223be3e07d9d508 (patch)
tree22b23856b9a0592519745bf21d8933a4ca305478
parent4eb7b862a3dafe09346d6322eaaff1175826daf3 (diff)
downloadopenttd-ffdbb7ec81c74a5f0267ebe8e223be3e07d9d508.tar.xz
(svn r20047) -Fix (rUnknown): Towns were not able to build level crossings when using original or better town layout.
-rw-r--r--src/town_cmd.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index e0e5e0034..05adf6234 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -783,7 +783,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
/* No, try if we are able to build a road piece there.
* If that fails clear the land, and if that fails exit.
* This is to make sure that we can build a road here later. */
- if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
+ if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
return false;
}