(svn r20421) -Change [FS#3947]: Make snowyness of bridgehead depend on the tileheight at the entry edge.

This commit is contained in:
frosch 2010-08-09 07:19:44 +00:00
parent 48c5091a7c
commit c2b1c624dd

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@ -1396,12 +1396,17 @@ static void TileLoop_TunnelBridge(TileIndex tile)
{
bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
case LT_ARCTIC: {
/* As long as we do not have a snow density, we want to use the density
* from the entry endge. For tunnels this is the lowest point for bridges the highest point.
* (Independent of foundations) */
uint z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
if (snow_or_desert != (z > GetSnowLine())) {
SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
MarkTileDirtyByTile(tile);
}
break;
}
case LT_TROPIC:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {