(svn r11666) -Fix (r11504): when removing buoys, return to water or canal depending on their owner

This commit is contained in:
glx 2007-12-19 02:41:25 +00:00
parent b8196d36e7
commit a9dafdff48
3 changed files with 3 additions and 2 deletions

View File

@ -1908,7 +1908,7 @@ static CommandCost RemoveBuoy(Station *st, uint32 flags)
/* We have to set the water tile's state to the same state as before the
* buoy was placed. Otherwise one could plant a buoy on a canal edge,
* remove it and flood the land (if the canal edge is at level 0) */
MakeWaterOrCanalDependingOnSurroundings(tile, GetTileOwner(tile));
MakeWaterOrCanalDependingOnOwner(tile, GetTileOwner(tile));
MarkTileDirtyByTile(tile);
UpdateStationVirtCoordDirty(st);

View File

@ -8,6 +8,7 @@
void TileLoop_Water(TileIndex tile);
void DrawShipDepotSprite(int x, int y, int image);
void DrawCanalWater(TileIndex tile);
void MakeWaterOrCanalDependingOnOwner(TileIndex tile, Owner o);
void MakeWaterOrCanalDependingOnSurroundings(TileIndex t, Owner o);
#endif /* WATER_H */

View File

@ -140,7 +140,7 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
return cost.AddCost(_price.build_ship_depot);
}
static void MakeWaterOrCanalDependingOnOwner(TileIndex tile, Owner o)
void MakeWaterOrCanalDependingOnOwner(TileIndex tile, Owner o)
{
if (o == OWNER_WATER) {
MakeWater(tile);