From b618b75c9b189b13c296cff78d4f070c52fae035 Mon Sep 17 00:00:00 2001 From: celestar Date: Fri, 2 Jun 2006 13:05:41 +0000 Subject: (svn r5070) Merged the bridge branch -Feature: Bridges can now be placed above: Any railway track combination (excluding depots and waypoints) Any road combination (excluding depots) Clear tiles (duh), including fields Tunnel entrances Bridge heads Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing There are still a number of visual problems remaining, especially when electric railways are on or under the bridge. DO NOT REPORT THOSE BUGS FOR THE TIME BEING please. --- ai/default/default.c | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'ai') diff --git a/ai/default/default.c b/ai/default/default.c index 4b1bcfc92..7563e391a 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -2158,9 +2158,7 @@ static bool AiRemoveTileAndGoForward(Player *p) return false; p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a)); return true; - } - - if (IsBridgeRamp(tile)) { + } else { // Check if the bridge points in the right direction. // This is not really needed the first place AiRemoveTileAndGoForward is called. if (DiagDirToAxis(GetBridgeRampDirection(tile)) != (p->ai.cur_dir_a & 1U)) return false; @@ -3692,7 +3690,6 @@ pos_3: } else if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (!IsTileOwner(tile, _current_player) || !IsBridge(tile) || - !IsBridgeRamp(tile) || GetBridgeTransportType(tile) != TRANSPORT_RAIL) { return; } -- cgit v1.2.3-70-g09d2