From 7bf13ea692f34c3c4d1afd4fcadce9d542b03f96 Mon Sep 17 00:00:00 2001 From: frosch Date: Tue, 16 Mar 2010 17:54:10 +0000 Subject: [PATCH] (svn r19436) -Fix: With certain game settings one could clear tiles for free when building long roads. --- src/road_cmd.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/road_cmd.cpp b/src/road_cmd.cpp index f70808d677..9942ae787e 100644 --- a/src/road_cmd.cpp +++ b/src/road_cmd.cpp @@ -608,7 +608,7 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 default: { do_clear:; - CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + CommandCost ret = DoCommand(tile, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; cost.AddCost(ret); tile_cleared = true; @@ -661,6 +661,10 @@ do_clear:; } if (flags & DC_EXEC) { + /* CmdBuildLongRoad calls us directly with DC_EXEC, so we may only clear the tile after all + * fail/success tests have been done. */ + if (tile_cleared) DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + switch (GetTileType(tile)) { case MP_ROAD: { RoadTileType rtt = GetRoadTileType(tile);