@ -1055,7 +1055,7 @@ static bool FindSpring(TileIndex tile, void *user_data)
if ( ! IsTileFlat ( tile , & referenceHeight ) | | IsWaterTile ( tile ) ) return false ;
/* In the tropics rivers start in the rainforest. */
if ( _settings_game . game_creation . landscape = = LT_TROPIC & & GetTropicZone ( tile ) ! = TROPICZONE_RAINFOREST ) return false ;
if ( _settings_game . game_creation . landscape = = LT_TROPIC & & GetTropicZone ( tile ) ! = TROPICZONE_RAINFOREST & & ! _settings_game . game_creation . lakes_allowed_in_deserts ) return false ;
/* Are there enough higher tiles to warrant a 'spring'? */
uint num = 0 ;
@ -1100,7 +1100,7 @@ static bool MakeLake(TileIndex tile, void *user_data)
{
const MakeLakeData * data = ( const MakeLakeData * ) user_data ;
if ( ! IsValidTile ( tile ) | | TileHeight ( tile ) ! = data - > height | | ! IsTileFlat ( tile ) ) return false ;
if ( _settings_game . game_creation . landscape = = LT_TROPIC & & GetTropicZone ( tile ) = = TROPICZONE_DESERT ) return false ;
if ( _settings_game . game_creation . landscape = = LT_TROPIC & & GetTropicZone ( tile ) = = TROPICZONE_DESERT & & ! _settings_game . game_creation . lakes_allowed_in_deserts ) return false ;
/* Offset from centre tile */
const int64 x_delta = ( int ) TileX ( tile ) - ( int ) TileX ( data - > centre ) ;