@ -1043,7 +1043,7 @@ static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
if ( IsTileType ( tile , MP_TREES ) & & GetTreeGrowth ( tile ) > 2 ) { ///< 3 and up means all fully grown trees
/* found a tree */
Backup < CompanyByte > cur_company ( _current_company , OWNER_NONE );
Backup < CompanyByte > cur_company ( _current_company , OWNER_NONE , FILE_LINE );
_industry_sound_ctr = 1 ;
_industry_sound_tile = tile ;
@ -1372,7 +1372,7 @@ static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTil
}
/* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
Backup < CompanyByte > cur_company ( _current_company , OWNER_TOWN );
Backup < CompanyByte > cur_company ( _current_company , OWNER_TOWN , FILE_LINE );
CommandCost ret = DoCommand ( cur_tile , 0 , 0 , DC_NONE , CMD_LANDSCAPE_CLEAR ) ;
cur_company . Restore ( ) ;
@ -1484,7 +1484,7 @@ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags,
/* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
* Perform terraforming as OWNER_TOWN to disable autoslope and town ratings . */
Backup < CompanyByte > cur_company ( _current_company , OWNER_TOWN );
Backup < CompanyByte > cur_company ( _current_company , OWNER_TOWN , FILE_LINE );
TILE_LOOP ( tile_walk , size_x , size_y , cur_tile ) {
curh = TileHeight ( tile_walk ) ;
@ -1788,7 +1788,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
if ( _game_mode ! = GM_EDITOR & & _settings_game . construction . raw_industry_construction = = 2 & & indspec - > IsRawIndustry ( ) ) {
if ( flags & DC_EXEC ) {
/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
Backup < CompanyByte > cur_company ( _current_company , OWNER_TOWN );
Backup < CompanyByte > cur_company ( _current_company , OWNER_TOWN , FILE_LINE );
/* Prospecting has a chance to fail, however we cannot guarantee that something can
* be built on the map , so the chance gets lower when the map is fuller , but there
* is nothing we can really do about that . */
@ -1890,7 +1890,7 @@ static const byte _numof_industry_table[]= {
*/
static void PlaceInitialIndustry ( IndustryType type , bool try_hard )
{
Backup < CompanyByte > cur_company ( _current_company , OWNER_NONE );
Backup < CompanyByte > cur_company ( _current_company , OWNER_NONE , FILE_LINE );
IncreaseGeneratingWorldProgress ( GWP_INDUSTRY ) ;
@ -2414,7 +2414,7 @@ void IndustryDailyLoop()
return ; // Nothing to do? get out
}
Backup < CompanyByte > cur_company ( _current_company , OWNER_NONE );
Backup < CompanyByte > cur_company ( _current_company , OWNER_NONE , FILE_LINE );
/* perform the required industry changes for the day */
for ( uint16 j = 0 ; j < change_loop ; j + + ) {
@ -2439,7 +2439,7 @@ void IndustryDailyLoop()
void IndustryMonthlyLoop ( )
{
Industry * i ;
Backup < CompanyByte > cur_company ( _current_company , OWNER_NONE );
Backup < CompanyByte > cur_company ( _current_company , OWNER_NONE , FILE_LINE );
FOR_ALL_INDUSTRIES ( i ) {
UpdateIndustryStatistics ( i ) ;