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authorMichael Lutz <michi@icosahedron.de>2021-10-03 21:13:32 +0200
committerMichael Lutz <michi@icosahedron.de>2021-12-16 22:28:32 +0100
commita38bbefe1b28ac59b2a9fef45765fa3890cde32e (patch)
tree8d842f88a25db5ce231ce5bdb0d39914b7e2ed70 /src/order_backup.cpp
parent549caca39cebc8c988f4e51d79d353cab4646d58 (diff)
downloadopenttd-a38bbefe1b28ac59b2a9fef45765fa3890cde32e.tar.xz
Codechange: Untangle command code, flags and error string for DoCommand*.
Diffstat (limited to 'src/order_backup.cpp')
-rw-r--r--src/order_backup.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/order_backup.cpp b/src/order_backup.cpp
index e3bcb30eb..cba46941c 100644
--- a/src/order_backup.cpp
+++ b/src/order_backup.cpp
@@ -198,7 +198,7 @@ CommandCost CmdClearOrderBackup(TileIndex tile, DoCommandFlag flags, uint32 p1,
/* We need to circumvent the "prevention" from this command being executed
* while the game is paused, so use the internal method. Nor do we want
* this command to get its cost estimated when shift is pressed. */
- DoCommandPInternal(CMD_CLEAR_ORDER_BACKUP, nullptr, true, false, ob->tile, 0, user, {});
+ DoCommandPInternal(CMD_CLEAR_ORDER_BACKUP, STR_NULL, nullptr, true, false, false, ob->tile, 0, user, {});
} else {
/* The command came from the game logic, i.e. the clearing of a tile.
* In that case we have no need to actually sync this, just do it. */