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authorsmatz <smatz@openttd.org>2009-02-04 20:17:25 +0000
committersmatz <smatz@openttd.org>2009-02-04 20:17:25 +0000
commit832e392855c652766de1bdd15851f81d651eb9d6 (patch)
tree5a4050971fc92ae40d7612fdd0947e42eb1ae263 /src/newgrf.cpp
parent030984a763c0111ba17c8907a22cffe0eeb05f68 (diff)
downloadopenttd-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.cpp2
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