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author | rubidium <rubidium@openttd.org> | 2012-03-25 18:19:21 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2012-03-25 18:19:21 +0000 |
commit | c8ce0faca49f85bbe72a3257bc327d14208f3d6c (patch) | |
tree | 56b823c849c2efdeb0bb4ef338eef35f5fd04c0a | |
parent | 02d9ecde6d54fda2a43d24acba8a90ee608c939a (diff) | |
download | openttd-c8ce0faca49f85bbe72a3257bc327d14208f3d6c.tar.xz |
(svn r24064) -Fix [FS#5121]: make the full snowedness level of houses the same as roads and rails
-rw-r--r-- | src/town_cmd.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 87b55146a..8731a5d78 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -2171,8 +2171,8 @@ static bool BuildTownHouse(Town *t, TileIndex tile) /* no house allowed at all, bail out */ if (!CanBuildHouseHere(tile, t->index, false)) return false; - int z; - Slope slope = GetTileSlope(tile, &z); + Slope slope = GetTileSlope(tile); + int maxz = GetTileMaxZ(tile); /* Get the town zone type of the current tile, as well as the climate. * This will allow to easily compare with the specs of the new house to build */ @@ -2180,7 +2180,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile) /* Above snow? */ int land = _settings_game.game_creation.landscape; - if (land == LT_ARCTIC && z >= HighestSnowLine()) land = -1; + if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1; uint bitmask = (1 << rad) + (1 << (land + 12)); @@ -2215,7 +2215,6 @@ static bool BuildTownHouse(Town *t, TileIndex tile) houses[num++] = (HouseID)i; } - int maxz = GetTileMaxZ(tile); TileIndex baseTile = tile; while (probability_max > 0) { |