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@ -932,8 +932,8 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
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* If that fails clear the land, and if that fails exit.
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* This is to make sure that we can build a road here later. */
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RoadType rt = GetTownRoadType(t);
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if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
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DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
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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() &&
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DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Failed()) {
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return false;
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}
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}
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