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Fix 30ae072
: when a road type is hidden, towns may not build them even when that flag is set
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@ -112,14 +112,7 @@ bool HasRoadTypeAvail(const CompanyID company, RoadType roadtype)
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{
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if (company == OWNER_DEITY || company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) {
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const RoadTypeInfo *rti = GetRoadTypeInfo(roadtype);
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if (rti->label == 0) return false;
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/*
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* Do not allow building hidden road types, except when a town may build it.
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* The GS under deity mode, as well as anybody in the editor builds roads that are
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* owned by towns. So if a town may build it, it should be buildable by them too.
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*/
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return (rti->flags & ROTFB_HIDDEN) == 0 || (rti->flags & ROTFB_TOWN_BUILD) != 0;
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return rti->label != 0 && (rti->flags & ROTFB_HIDDEN) == 0;
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} else {
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const Company *c = Company::GetIfValid(company);
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if (c == nullptr) return false;
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@ -40,14 +40,14 @@ enum RoadTypeFlags {
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ROTF_NO_LEVEL_CROSSING, ///< Bit number for disabling level crossing
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ROTF_NO_HOUSES, ///< Bit number for setting this roadtype as not house friendly
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ROTF_HIDDEN, ///< Bit number for hidden from construction.
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ROTF_TOWN_BUILD, ///< Bit number for allowing towns to build this roadtype.
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ROTF_TOWN_BUILD, ///< Bit number for allowing towns to build this roadtype. Does not override ROTF_HIDDEN.
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ROTFB_NONE = 0, ///< All flags cleared.
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ROTFB_CATENARY = 1 << ROTF_CATENARY, ///< Value for drawing a catenary.
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ROTFB_NO_LEVEL_CROSSING = 1 << ROTF_NO_LEVEL_CROSSING, ///< Value for disabling a level crossing.
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ROTFB_NO_HOUSES = 1 << ROTF_NO_HOUSES, ///< Value for for setting this roadtype as not house friendly.
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ROTFB_HIDDEN = 1 << ROTF_HIDDEN, ///< Value for hidden from construction.
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ROTFB_TOWN_BUILD = 1 << ROTF_TOWN_BUILD, ///< Value for allowing towns to build this roadtype.
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ROTFB_TOWN_BUILD = 1 << ROTF_TOWN_BUILD, ///< Value for allowing towns to build this roadtype. Does not override ROTFB_HIDDEN.
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};
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DECLARE_ENUM_AS_BIT_SET(RoadTypeFlags)
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