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-rw-r--r--src/pathfinder/npf/npf.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/pathfinder/npf/npf.cpp b/src/pathfinder/npf/npf.cpp
index 085a00053..13410a0f5 100644
--- a/src/pathfinder/npf/npf.cpp
+++ b/src/pathfinder/npf/npf.cpp
@@ -1100,7 +1100,7 @@ void InitializeNPF()
_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
}
-void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, Vehicle *v, bool reserve_path)
+void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, const Vehicle *v, bool reserve_path)
{
/* Ships don't really reach their stations, but the tile in front. So don't
* save the station id for ships. For roadvehs we don't store it either,
@@ -1122,7 +1122,7 @@ void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, Vehicle *v, bool reser
/*** Ships ***/
-Track NPFShipChooseTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
+Track NPFShipChooseTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
{
NPFFindStationOrTileData fstd;
Trackdir trackdir = v->GetVehicleTrackdir();