mirror of https://github.com/OpenTTD/OpenTTD
(svn r12171) -Fix [FS#609]: return correct bridge price for AI when DC_QUERY_COST is set (patch by Raimar Falke)
It never happens in current code, but it is better to be ready for itrelease/0.6
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d75cccf5d5
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38969fe46d
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@ -33,6 +33,7 @@
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#include "sound_func.h"
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#include "sound_func.h"
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#include "signal_func.h"
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#include "signal_func.h"
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#include "tunnelbridge.h"
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#include "tunnelbridge.h"
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#include "player_base.h"
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#include "table/sprites.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "table/strings.h"
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@ -429,7 +430,7 @@ not_valid_below:;
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* It's unnecessary to execute this command every time for every bridge. So it is done only
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* It's unnecessary to execute this command every time for every bridge. So it is done only
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* and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
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* and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
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*/
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*/
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if (!(flags & DC_QUERY_COST)) {
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if (!(flags & DC_QUERY_COST) || (IsValidPlayer(_current_player) && GetPlayer(_current_player)->is_ai)) {
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bridge_len += 2; // begin and end tiles/ramps
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bridge_len += 2; // begin and end tiles/ramps
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if (IsValidPlayer(_current_player) && !_is_old_ai_player)
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if (IsValidPlayer(_current_player) && !_is_old_ai_player)
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