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-rw-r--r--src/ai/trolly/pathfinder.cpp2
-rw-r--r--src/ai/trolly/trolly.cpp4
2 files changed, 3 insertions, 3 deletions
diff --git a/src/ai/trolly/pathfinder.cpp b/src/ai/trolly/pathfinder.cpp
index 36bbb748a..15052cc39 100644
--- a/src/ai/trolly/pathfinder.cpp
+++ b/src/ai/trolly/pathfinder.cpp
@@ -45,7 +45,7 @@ static bool IsRoad(TileIndex tile)
{
return
// MP_ROAD, but not a road depot?
- (IsTileType(tile, MP_ROAD) && !IsDepotTypeTile(tile, TRANSPORT_ROAD)) ||
+ (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile)) ||
(IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD);
}
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp
index 8a419ca09..851f1092e 100644
--- a/src/ai/trolly/trolly.cpp
+++ b/src/ai/trolly/trolly.cpp
@@ -1254,8 +1254,8 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
// We are already sending him back
if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
- if (v->type == VEH_ROAD && IsDepotTypeTile(v->tile, TRANSPORT_ROAD) &&
- (v->vehstatus&VS_STOPPED)) {
+ if (v->type == VEH_ROAD && IsRoadDepotTile(v->tile) &&
+ (v->vehstatus & VS_STOPPED)) {
// We are at the depot, sell the vehicle
AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
}