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author | truelight <truelight@openttd.org> | 2005-02-06 20:29:32 +0000 |
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committer | truelight <truelight@openttd.org> | 2005-02-06 20:29:32 +0000 |
commit | cc8fc19d4a1caab042a1b545f37eead2ff62f5ff (patch) | |
tree | dea5801b5c91bbc69b9d02ecad98640ac1b0e031 /road_cmd.c | |
parent | 2bd8df54e1ca6e7aff9df44b8f98665aadbe2596 (diff) | |
download | openttd-cc8fc19d4a1caab042a1b545f37eead2ff62f5ff.tar.xz |
(svn r1831) -Fix: Scenario Editor now handles human-made roads better (try to build
a city layout before placing the city, finally that works very nice)
Diffstat (limited to 'road_cmd.c')
-rw-r--r-- | road_cmd.c | 7 |
1 files changed, 0 insertions, 7 deletions
diff --git a/road_cmd.c b/road_cmd.c index a9b2ef350..5b221c9d6 100644 --- a/road_cmd.c +++ b/road_cmd.c @@ -966,13 +966,6 @@ static void TileLoop_Road(uint tile) grp = 0; if (t != NULL) { - /* In SE, set the owner to OWNER_TOWN */ - if (_game_mode == GM_EDITOR && _map_owner[tile] != OWNER_TOWN) { - _map_owner[tile] = OWNER_TOWN; - /* XXX - This line is not perfect, any suggestions? */ - _map2[tile] = ClosestTownFromTile(tile, (uint)-1)->index; - } - grp = GetTownRadiusGroup(t, tile); // Show an animation to indicate road work |