@ -1325,7 +1325,14 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, Pl
if ( new_player ! = PLAYER_SPECTATOR ) {
if ( new_player ! = PLAYER_SPECTATOR ) {
SetTileOwner ( tile , new_player ) ;
SetTileOwner ( tile , new_player ) ;
} else {
} else {
DoCommand ( tile , 0 , 0 , DC_EXEC , CMD_LANDSCAPE_CLEAR ) ;
if ( CmdFailed ( DoCommand ( tile , 0 , 0 , DC_EXEC , CMD_LANDSCAPE_CLEAR ) ) ) {
/* When clearing the bridge/tunnel failed there are still vehicles on/in
* the bridge / tunnel . As all * our * vehicles are already removed , they
* must be of another owner . Therefor this must be a road bridge / tunnel .
* In that case we can safely reassign the ownership to OWNER_NONE . */
assert ( ( IsTunnel ( tile ) ? GetTunnelTransportType ( tile ) : GetBridgeTransportType ( tile ) ) = = TRANSPORT_ROAD ) ;
SetTileOwner ( tile , OWNER_NONE ) ;
}
}
}
}
}