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author | smatz <smatz@openttd.org> | 2009-02-04 20:17:25 +0000 |
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committer | smatz <smatz@openttd.org> | 2009-02-04 20:17:25 +0000 |
commit | 832e392855c652766de1bdd15851f81d651eb9d6 (patch) | |
tree | 5a4050971fc92ae40d7612fdd0947e42eb1ae263 /src/newgrf.cpp | |
parent | 030984a763c0111ba17c8907a22cffe0eeb05f68 (diff) | |
download | openttd-832e392855c652766de1bdd15851f81d651eb9d6.tar.xz |
(svn r15340) -Fix [FS#2121]: changing town road layout in-game caused ugly road networks
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
Diffstat (limited to 'src/newgrf.cpp')
-rw-r--r-- | src/newgrf.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/newgrf.cpp b/src/newgrf.cpp index 7fcfa17cf..dae87a922 100644 --- a/src/newgrf.cpp +++ b/src/newgrf.cpp @@ -5307,7 +5307,7 @@ static void InitializeGRFSpecial() _ttdpatch_flags[3] = (0 << 0x00) // newcargodistribution | (1 << 0x01) // windowsnap - | ((_settings_game.economy.town_layout == TL_NO_ROADS ? 1 : 0) << 0x02) // townbuildnoroad + | ((_settings_game.economy.allow_town_roads || _generating_world ? 0 : 1) << 0x02) // townbuildnoroad | (1 << 0x03) // pathbasedsignalling | (0 << 0x04) // aichoosechance | (1 << 0x05) // resolutionwidth |