From c8ce0faca49f85bbe72a3257bc327d14208f3d6c Mon Sep 17 00:00:00 2001 From: rubidium Date: Sun, 25 Mar 2012 18:19:21 +0000 Subject: (svn r24064) -Fix [FS#5121]: make the full snowedness level of houses the same as roads and rails --- src/town_cmd.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 87b55146a..8731a5d78 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -2171,8 +2171,8 @@ static bool BuildTownHouse(Town *t, TileIndex tile) /* no house allowed at all, bail out */ if (!CanBuildHouseHere(tile, t->index, false)) return false; - int z; - Slope slope = GetTileSlope(tile, &z); + Slope slope = GetTileSlope(tile); + int maxz = GetTileMaxZ(tile); /* Get the town zone type of the current tile, as well as the climate. * This will allow to easily compare with the specs of the new house to build */ @@ -2180,7 +2180,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile) /* Above snow? */ int land = _settings_game.game_creation.landscape; - if (land == LT_ARCTIC && z >= HighestSnowLine()) land = -1; + if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1; uint bitmask = (1 << rad) + (1 << (land + 12)); @@ -2215,7 +2215,6 @@ static bool BuildTownHouse(Town *t, TileIndex tile) houses[num++] = (HouseID)i; } - int maxz = GetTileMaxZ(tile); TileIndex baseTile = tile; while (probability_max > 0) { -- cgit v1.2.3-70-g09d2