From 8da5cff21065501303db98e2e575ac1202157985 Mon Sep 17 00:00:00 2001 From: SamuXarick <43006711+SamuXarick@users.noreply.github.com> Date: Sat, 9 Jan 2021 11:18:31 +0000 Subject: Fix #8462: Don't check whether to grow a town road on water (#8471) --- src/town_cmd.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/town_cmd.cpp') diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 3a2cd7087..e87c4437f 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -932,8 +932,8 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir) * If that fails clear the land, and if that fails exit. * This is to make sure that we can build a road here later. */ RoadType rt = GetTownRoadType(t); - if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() && - DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) { + if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Failed() && + DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Failed()) { return false; } } -- cgit v1.2.3-54-g00ecf