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Change: rename setting "max_heightlevel" to "map_height_limit"
This better reflects what it is, and hopefully removes a bit of the confusion people are having what this setting actually does. Additionally, update the text on the setting to better inform users what it is doing exactly, so they can make an educated decision on how to change it. Next commit will introduce an "auto" value, which should be the new default. The rename has as added benefit that everyone will start out on the "auto" value.
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committed by
Patric Stout
parent
d700db0e7d
commit
9496990f53
@@ -104,7 +104,7 @@ static CommandCost TerraformTileHeight(TerraformerState *ts, TileIndex tile, int
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/* Check range of destination height */
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if (height < 0) return_cmd_error(STR_ERROR_ALREADY_AT_SEA_LEVEL);
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if (height > _settings_game.construction.max_heightlevel) return_cmd_error(STR_ERROR_TOO_HIGH);
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if (height > _settings_game.construction.map_height_limit) return_cmd_error(STR_ERROR_TOO_HIGH);
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/*
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* Check if the terraforming has any effect.
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@@ -361,7 +361,7 @@ CommandCost CmdLevelLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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}
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/* Check range of destination height */
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if (h > _settings_game.construction.max_heightlevel) return_cmd_error((oldh == 0) ? STR_ERROR_ALREADY_AT_SEA_LEVEL : STR_ERROR_TOO_HIGH);
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if (h > _settings_game.construction.map_height_limit) return_cmd_error((oldh == 0) ? STR_ERROR_ALREADY_AT_SEA_LEVEL : STR_ERROR_TOO_HIGH);
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Money money = GetAvailableMoneyForCommand();
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CommandCost cost(EXPENSES_CONSTRUCTION);
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