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-rw-r--r--src/tunnelbridge_cmd.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp
index d0ec9f283..416db8c9e 100644
--- a/src/tunnelbridge_cmd.cpp
+++ b/src/tunnelbridge_cmd.cpp
@@ -169,7 +169,7 @@ bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len)
if (b->avail_year > _cur_year) return false;
max = b->max_length;
- if (max >= 16 && _settings.construction.longbridges) max = 100;
+ if (max >= 16 && _settings_game.construction.longbridges) max = 100;
return b->min_length <= bridge_len && bridge_len <= max;
}
@@ -311,7 +311,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
} else {
/* Build a new bridge. */
- bool allow_on_slopes = (!_is_old_ai_player && _settings.construction.build_on_slopes);
+ bool allow_on_slopes = (!_is_old_ai_player && _settings_game.construction.build_on_slopes);
/* Try and clear the start landscape */
ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
@@ -576,7 +576,7 @@ static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
/* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */
if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true;
/* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */
- if (IsTileOwner(tile, OWNER_TOWN) && (_settings.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
+ if (IsTileOwner(tile, OWNER_TOWN) && (_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
return false;
}
@@ -1123,7 +1123,7 @@ void DrawBridgeMiddle(const TileInfo* ti)
DrawGroundSpriteAt(image, pal, x, y, z);
}
- } else if (_settings.gui.bridge_pillars) {
+ } else if (_settings_client.gui.bridge_pillars) {
/* draw pillars below for high bridges */
DrawBridgePillars(psid, ti, axis, type, x, y, z);
}
@@ -1200,7 +1200,7 @@ static void AnimateTile_TunnelBridge(TileIndex tile)
static void TileLoop_TunnelBridge(TileIndex tile)
{
bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
- switch (_settings.game_creation.landscape) {
+ switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
@@ -1388,7 +1388,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
- if (_settings.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile)) {
+ if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile)) {
DiagDirection direction = GetTunnelBridgeDirection(tile);
Axis axis = DiagDirToAxis(direction);
CommandCost res;