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Diffstat (limited to 'src/road_cmd.cpp')
-rw-r--r--src/road_cmd.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/road_cmd.cpp b/src/road_cmd.cpp
index 7e13d69b0..0910f3b95 100644
--- a/src/road_cmd.cpp
+++ b/src/road_cmd.cpp
@@ -69,9 +69,9 @@ CommandCost CmdSetRoadDriveSide(TileIndex tile, uint32 flags, uint32 p1, uint32
if (flags & DC_EXEC) {
if (_game_mode == GM_MENU) {
- _opt_newgame.road_side = p1;
+ _settings.vehicle.road_side = p1;
} else {
- _opt.road_side = p1;
+ _settings.vehicle.road_side = p1;
}
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
@@ -1000,7 +1000,7 @@ const byte _road_sloped_sprites[14] = {
static bool AlwaysDrawUnpavedRoads(TileIndex tile, Roadside roadside)
{
return (IsOnSnow(tile) &&
- !(_opt.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
+ !(_settings.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS));
}
@@ -1291,7 +1291,7 @@ static const Roadside _town_road_types_2[][2] = {
static void TileLoop_Road(TileIndex tile)
{
- switch (_opt.landscape) {
+ switch (_settings.game_creation.landscape) {
case LT_ARCTIC:
if (IsOnSnow(tile) != (GetTileZ(tile) > GetSnowLine())) {
ToggleSnow(tile);
@@ -1337,7 +1337,7 @@ static void TileLoop_Road(TileIndex tile)
{
/* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
- const Roadside* new_rs = (_opt.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
+ const Roadside* new_rs = (_settings.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
Roadside cur_rs = GetRoadside(tile);
/* We have our desired type, do nothing */