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authortruelight <truelight@openttd.org>2005-02-06 20:29:32 +0000
committertruelight <truelight@openttd.org>2005-02-06 20:29:32 +0000
commitcc8fc19d4a1caab042a1b545f37eead2ff62f5ff (patch)
treedea5801b5c91bbc69b9d02ecad98640ac1b0e031 /road_cmd.c
parent2bd8df54e1ca6e7aff9df44b8f98665aadbe2596 (diff)
downloadopenttd-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.c7
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