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-rw-r--r--src/industry_cmd.cpp12
1 files changed, 1 insertions, 11 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index 33a8c09e0..4ec994fb3 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -84,12 +84,6 @@ void ResetIndustries()
_industry_mngr.ResetOverride();
}
-void ResetIndustryCreationProbility(IndustryType type)
-{
- assert(type < INVALID_INDUSTRYTYPE);
- _industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
-}
-
/**
* Retrieve the type for this industry. Although it is accessed by a tile,
* it will return the general type of industry, and not the sprite index
@@ -1822,12 +1816,8 @@ void GenerateIndustries()
ind_spc = GetIndustrySpec(it);
- if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
- ResetIndustryCreationProbility(it);
- }
-
chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
- if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0) {
+ if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0 && CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
/* once the chance of appearance is determind, it have to be scaled by
* the difficulty level. The "chance" in question is more an index into
* the _numof_industry_table,in fact */