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-rw-r--r--src/saveload/afterload.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 96b568b82..67b2f8975 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -74,7 +74,7 @@ void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_wate
{
/* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
* Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
- if (GetTileSlope(t) != SLOPE_FLAT) {
+ if (!IsTileFlat(t)) {
if (include_invalid_water_class) {
SetWaterClass(t, WATER_CLASS_INVALID);
return;
@@ -1106,7 +1106,7 @@ bool AfterLoadGame()
if (GB(_m[t].m5, 3, 2) == 0) {
MakeClear(t, CLEAR_GRASS, 3);
} else {
- if (GetTileSlope(t) != SLOPE_FLAT) {
+ if (!IsTileFlat(t)) {
MakeShore(t);
} else {
if (GetTileOwner(t) == OWNER_WATER) {
@@ -1712,7 +1712,7 @@ bool AfterLoadGame()
* on its neighbouring tiles. Done after river and canal updates to
* ensure neighbours are correct. */
for (TileIndex t = 0; t < map_size; t++) {
- if (GetTileSlope(t) != SLOPE_FLAT) continue;
+ if (!IsTileFlat(t)) continue;
if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false);
if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false);
@@ -2390,7 +2390,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(149)) {
for (TileIndex t = 0; t < map_size; t++) {
if (!IsTileType(t, MP_STATION)) continue;
- if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && GetTileSlope(t) == SLOPE_FLAT)) {
+ if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && IsTileFlat(t))) {
SetWaterClass(t, WATER_CLASS_INVALID);
}
}