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authorrubidium <rubidium@openttd.org>2009-12-04 22:02:37 +0000
committerrubidium <rubidium@openttd.org>2009-12-04 22:02:37 +0000
commit4047c142ebebb06cd85e8f3f6aab3f4746968bc7 (patch)
tree685688504af96d418f3fbe68333ddbb16daa4435 /src/tunnelbridge_cmd.cpp
parentbc876098f739b36c39543f4b8dcaa6ae81f3e337 (diff)
downloadopenttd-4047c142ebebb06cd85e8f3f6aab3f4746968bc7.tar.xz
(svn r18407) -Fix [FS#3338]: aqueducts were not influenced by the "long bridges" setting
Diffstat (limited to 'src/tunnelbridge_cmd.cpp')
-rw-r--r--src/tunnelbridge_cmd.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp
index f627a0bd2..164318384 100644
--- a/src/tunnelbridge_cmd.cpp
+++ b/src/tunnelbridge_cmd.cpp
@@ -241,6 +241,8 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u
if (transport_type != TRANSPORT_WATER) {
/* set and test bridge length, availability */
if (!CheckBridge_Stuff(bridge_type, bridge_len, flags)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
+ } else {
+ if (bridge_len > (_settings_game.construction.longbridges ? 100U : 16U)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
}
/* retrieve landscape height and ensure it's on land */