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(svn r24075) [1.2] -Backport from trunk:

- Fix: Reversing trains while they were entering or leaving a depot could lead to stuck trains [FS#5093] (r24071)
- Fix: The 'last joined' server was not properly selected anymore [FS#5098] (r24070)
- Fix: Immediately start querying the last joined server instead of waiting for the requery loop [FS#5097] (r24069, r24062)
- Fix: Make the full snowedness level of houses the same as roads and rails [FS#5121] (r24064)
This commit is contained in:
rubidium
2012-03-26 20:41:21 +00:00
parent 557be445af
commit 2a13e8c184
7 changed files with 18 additions and 18 deletions

View File

@@ -2171,8 +2171,8 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
/* no house allowed at all, bail out */
if (!CanBuildHouseHere(tile, t->index, false)) return false;
int z;
Slope slope = GetTileSlope(tile, &z);
Slope slope = GetTileSlope(tile);
int maxz = GetTileMaxZ(tile);
/* Get the town zone type of the current tile, as well as the climate.
* This will allow to easily compare with the specs of the new house to build */
@@ -2180,7 +2180,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
/* Above snow? */
int land = _settings_game.game_creation.landscape;
if (land == LT_ARCTIC && z >= HighestSnowLine()) land = -1;
if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
uint bitmask = (1 << rad) + (1 << (land + 12));
@@ -2215,7 +2215,6 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
houses[num++] = (HouseID)i;
}
int maxz = GetTileMaxZ(tile);
TileIndex baseTile = tile;
while (probability_max > 0) {