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authorfrosch <frosch@openttd.org>2013-04-03 20:24:10 +0000
committerfrosch <frosch@openttd.org>2013-04-03 20:24:10 +0000
commit87fae6ba578ae648d50df4927a13c5f896cec6d8 (patch)
treed268377899b68dfe02273bd1f37ce76e5d969196
parentc56c4f7b34edcf64036d20f4f5a23255ca5c2199 (diff)
downloadopenttd-87fae6ba578ae648d50df4927a13c5f896cec6d8.tar.xz
(svn r25140) -Fix [FS#5519]: Towns are build as OWNER_TOWN, so they also need to be removed as OWNER_TOWN.
-rw-r--r--src/town_cmd.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index abfa18106..729769212 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -1847,7 +1847,10 @@ static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size
/* if the population is still 0 at the point, then the
* placement is so bad it couldn't grow at all */
if (t->cache.population > 0) return t;
+
+ Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
+ cur_company.Restore();
assert(rc.Succeeded());
/* We already know that we can allocate a single town when