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author | SamuXarick <43006711+SamuXarick@users.noreply.github.com> | 2021-01-09 11:18:31 +0000 |
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committer | GitHub <noreply@github.com> | 2021-01-09 12:18:31 +0100 |
commit | 8da5cff21065501303db98e2e575ac1202157985 (patch) | |
tree | e4e14402b0fad964abfdb19478a45b53ecebe0d0 /src | |
parent | 8e6574dcdb6362edd0124d400d9c4a00071b22a1 (diff) | |
download | openttd-8da5cff21065501303db98e2e575ac1202157985.tar.xz |
Fix #8462: Don't check whether to grow a town road on water (#8471)
Diffstat (limited to 'src')
-rw-r--r-- | src/town_cmd.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 3a2cd7087..e87c4437f 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -932,8 +932,8 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir) * If that fails clear the land, and if that fails exit. * This is to make sure that we can build a road here later. */ RoadType rt = GetTownRoadType(t); - if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() && - DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) { + if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Failed() && + DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Failed()) { return false; } } |