diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp index f26bd7c58f..ada5f3625d 100644 --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -1268,9 +1268,9 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, Pl if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, 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. + * must be of another owner. Therefore this can't be rail tunnel/bridge. * In that case we can safely reassign the ownership to OWNER_NONE. */ - assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD); + assert(GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL); SetTileOwner(tile, OWNER_NONE); } } diff --git a/src/vehicle.cpp b/src/vehicle.cpp index 5d57e0dba4..bda5efefd4 100644 --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -206,7 +206,7 @@ Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_c /** Procedure called for every vehicle found in tunnel/bridge in the hash map */ static void *GetVehicleTunnelBridgeProc(Vehicle *v, void *data) { - if (v->type != VEH_TRAIN && v->type != VEH_ROAD) return NULL; + if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL; _error_message = VehicleInTheWayErrMsg(v); return v;