diff options
-rw-r--r-- | src/town_cmd.cpp | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 3ea1ce436..3a2cd7087 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -1112,6 +1112,7 @@ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd) * Checks if a town road can be continued into the next tile. * Road vehicle stations, bridges, and tunnels are fine, as long as they are facing the right direction. * + * @param t The current town * @param tile The tile where the road would be built * @param road_dir The direction of the road * @return true if the road can be continued, else false @@ -1133,8 +1134,8 @@ static bool CanRoadContinueIntoNextTile(const Town* t, const TileIndex tile, con /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */ if (IsTileType(next_tile, MP_STATION)) { - /* If the next tile is a road station, allow if it's facing the same direction, otherwise disallow. */ - return IsRoadStop(next_tile) && GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir); + /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */ + return IsRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir)); } /* If the next tile is a road depot, allow if it's facing the right way. */ |