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(svn r11666) -Fix (r11504): when removing buoys, return to water or canal depending on their owner
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@ -1908,7 +1908,7 @@ static CommandCost RemoveBuoy(Station *st, uint32 flags)
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/* We have to set the water tile's state to the same state as before the
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* buoy was placed. Otherwise one could plant a buoy on a canal edge,
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* remove it and flood the land (if the canal edge is at level 0) */
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MakeWaterOrCanalDependingOnSurroundings(tile, GetTileOwner(tile));
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MakeWaterOrCanalDependingOnOwner(tile, GetTileOwner(tile));
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MarkTileDirtyByTile(tile);
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UpdateStationVirtCoordDirty(st);
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@ -8,6 +8,7 @@
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void TileLoop_Water(TileIndex tile);
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void DrawShipDepotSprite(int x, int y, int image);
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void DrawCanalWater(TileIndex tile);
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void MakeWaterOrCanalDependingOnOwner(TileIndex tile, Owner o);
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void MakeWaterOrCanalDependingOnSurroundings(TileIndex t, Owner o);
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#endif /* WATER_H */
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@ -140,7 +140,7 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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return cost.AddCost(_price.build_ship_depot);
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}
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static void MakeWaterOrCanalDependingOnOwner(TileIndex tile, Owner o)
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void MakeWaterOrCanalDependingOnOwner(TileIndex tile, Owner o)
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{
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if (o == OWNER_WATER) {
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MakeWater(tile);
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