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author | michi_cc <michi_cc@openttd.org> | 2010-07-02 16:34:03 +0000 |
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committer | michi_cc <michi_cc@openttd.org> | 2010-07-02 16:34:03 +0000 |
commit | ffdbb7ec81c74a5f0267ebe8e223be3e07d9d508 (patch) | |
tree | 22b23856b9a0592519745bf21d8933a4ca305478 /src | |
parent | 4eb7b862a3dafe09346d6322eaaff1175826daf3 (diff) | |
download | openttd-ffdbb7ec81c74a5f0267ebe8e223be3e07d9d508.tar.xz |
(svn r20047) -Fix (rUnknown): Towns were not able to build level crossings when using original or better town layout.
Diffstat (limited to 'src')
-rw-r--r-- | src/town_cmd.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index e0e5e0034..05adf6234 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -783,7 +783,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir) /* No, try if we are able to build a road piece there. * If that fails clear the land, and if that fails exit. * This is to make sure that we can build a road here later. */ - if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() && + if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() && DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) return false; } |