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author | SamuXarick <43006711+SamuXarick@users.noreply.github.com> | 2021-09-18 11:44:06 +0100 |
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committer | Patric Stout <github@truebrain.nl> | 2021-09-18 13:24:49 +0200 |
commit | 6ce74b2a1b7fac7d3052a98175216a7ee0ef8250 (patch) | |
tree | ebd48a15cacf0fa8ceafa578bf0a7dbfcd716e6d /src | |
parent | 20717ededfe6cc370f9c35cff5b8d732105975f7 (diff) | |
download | openttd-6ce74b2a1b7fac7d3052a98175216a7ee0ef8250.tar.xz |
Fix: reduce cost of building canals over objects on sea
It is not like we will drain the sea first, to put water back in it after.
Besides, the cost for draining the sea isn't calculated for all other cases either.
Diffstat (limited to 'src')
-rw-r--r-- | src/water_cmd.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/water_cmd.cpp b/src/water_cmd.cpp index a2bedac84..6906f744b 100644 --- a/src/water_cmd.cpp +++ b/src/water_cmd.cpp @@ -479,7 +479,7 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 if (IsTileType(current_tile, MP_WATER) && (!IsTileOwner(current_tile, OWNER_WATER) || wc == WATER_CLASS_SEA)) continue; bool water = IsWaterTile(current_tile); - ret = DoCommand(current_tile, 0, 0, flags | DC_FORCE_CLEAR_TILE, CMD_LANDSCAPE_CLEAR); + ret = DoCommand(current_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; if (!water) cost.AddCost(ret); |