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authorrubidium <rubidium@openttd.org>2011-12-10 15:16:58 +0000
committerrubidium <rubidium@openttd.org>2011-12-10 15:16:58 +0000
commit2bf0fc3c5c4be7fa497db0924296ef43d2f3b95e (patch)
tree693ef021b01bb1997dedae1760426f25d21dadc6 /src/town_cmd.cpp
parent420d358fef4d88942a5df168ab5c78d68060fe35 (diff)
downloadopenttd-2bf0fc3c5c4be7fa497db0924296ef43d2f3b95e.tar.xz
(svn r23476) -Codechange: use the error queue to replace switch mode error strings, again making it possible to return multiple errors
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 4413092d3..407a837d1 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -1896,8 +1896,7 @@ bool GenerateTowns(TownLayout layout)
/* If there are no towns at all and we are generating new game, bail out */
if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
- extern StringID _switch_mode_errorstr;
- _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
+ ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
}
return false; // we are still without a town? we failed, simply