From d3dc7ed67617f420819cc0007d4fe2fb29649efd Mon Sep 17 00:00:00 2001 From: truelight Date: Fri, 14 Jul 2006 18:14:08 +0000 Subject: [PATCH] (svn r5497) -Fix: somehow in r5315 slipped some wrong logic, allowed you to build rail on all road pieces without really building it ;) --- rail_cmd.c | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/rail_cmd.c b/rail_cmd.c index 7935efc854..a8ed559ede 100644 --- a/rail_cmd.c +++ b/rail_cmd.c @@ -286,15 +286,13 @@ int32 CmdBuildSingleRail(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) if (!EnsureNoVehicle(tile)) return CMD_ERROR; - if (GetRoadTileType(tile) == ROAD_TILE_NORMAL) { - if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS); - - if ((track == TRACK_X && GetRoadBits(tile) == ROAD_Y) || - (track == TRACK_Y && GetRoadBits(tile) == ROAD_X)) { - if (flags & DC_EXEC) { - MakeRoadCrossing(tile, GetTileOwner(tile), _current_player, (track == TRACK_X ? AXIS_Y : AXIS_X), p1, GetTownIndex(tile)); - } + if (GetRoadTileType(tile) == ROAD_TILE_NORMAL && + ((track == TRACK_X && GetRoadBits(tile) == ROAD_Y) || + (track == TRACK_Y && GetRoadBits(tile) == ROAD_X))) { + if (flags & DC_EXEC) { + MakeRoadCrossing(tile, GetTileOwner(tile), _current_player, (track == TRACK_X ? AXIS_Y : AXIS_X), p1, GetTownIndex(tile)); } + break; }