changeset 4139:c9a5034f6ad5 draft

(svn r5497) -Fix: somehow in r5315 slipped some wrong logic, allowed you to build rail on all road pieces without really building it ;)
author truelight <truelight@openttd.org>
date Fri, 14 Jul 2006 18:14:08 +0000
parents a19cc0a1e620
children 55e2a0fb6563
files rail_cmd.c
diffstat 1 files changed, 6 insertions(+), 8 deletions(-) [+]
line wrap: on
line diff
--- a/rail_cmd.c
+++ b/rail_cmd.c
@@ -286,15 +286,13 @@
 
 			if (!EnsureNoVehicle(tile)) return CMD_ERROR;
 
-			if (GetRoadTileType(tile) == ROAD_TILE_NORMAL) {
-				if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
+			if (GetRoadTileType(tile) == ROAD_TILE_NORMAL &&
+					((track == TRACK_X && GetRoadBits(tile) == ROAD_Y) ||
+					(track == TRACK_Y && GetRoadBits(tile) == ROAD_X))) {
+				if (flags & DC_EXEC) {
+					MakeRoadCrossing(tile, GetTileOwner(tile), _current_player, (track == TRACK_X ? AXIS_Y : AXIS_X), p1, GetTownIndex(tile));
+				}
 
-				if ((track == TRACK_X && GetRoadBits(tile) == ROAD_Y) ||
-						(track == TRACK_Y && GetRoadBits(tile) == ROAD_X)) {
-					if (flags & DC_EXEC) {
-						MakeRoadCrossing(tile, GetTileOwner(tile), _current_player, (track == TRACK_X ? AXIS_Y : AXIS_X), p1, GetTownIndex(tile));
-					}
-				}
 				break;
 			}