forked from mirror/OpenTTD
(svn r19436) -Fix: With certain game settings one could clear tiles for free when building long roads.
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@@ -608,7 +608,7 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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default: {
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default: {
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do_clear:;
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do_clear:;
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CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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CommandCost ret = DoCommand(tile, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
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if (ret.Failed()) return ret;
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if (ret.Failed()) return ret;
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cost.AddCost(ret);
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cost.AddCost(ret);
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tile_cleared = true;
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tile_cleared = true;
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@@ -661,6 +661,10 @@ do_clear:;
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}
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}
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if (flags & DC_EXEC) {
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if (flags & DC_EXEC) {
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/* CmdBuildLongRoad calls us directly with DC_EXEC, so we may only clear the tile after all
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* fail/success tests have been done. */
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if (tile_cleared) DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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switch (GetTileType(tile)) {
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switch (GetTileType(tile)) {
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case MP_ROAD: {
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case MP_ROAD: {
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RoadTileType rtt = GetRoadTileType(tile);
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RoadTileType rtt = GetRoadTileType(tile);
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