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Fix #6667: Also recalculate bridge costs for 'spectated' AI companies
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@ -551,12 +551,12 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u
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YapfNotifyTrackLayoutChange(tile_start, track);
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}
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/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
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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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*/
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/* Human players that build bridges get a selection to choose from (DC_QUERY_COST)
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* It's unnecessary to execute this command every time for every bridge.
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* So it is done only for humans and cost is computed in bridge_gui.cpp.
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* For (non-spectated) AI, Towns this has to be of course calculated. */
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Company *c = Company::GetIfValid(company);
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if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai)) {
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if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai && company != _local_company)) {
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bridge_len += 2; // begin and end tiles/ramps
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switch (transport_type) {
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