Fix building objects, trees and buoys on water/shore not clearing neighbour flooding states
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@@ -115,6 +115,7 @@ void BuildObject(ObjectType type, TileIndex tile, CompanyID owner, Town *town, u
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assert(o->town != nullptr);
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TILE_AREA_LOOP(t, ta) {
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if (IsWaterTile(t)) ClearNeighbourNonFloodingStates(t);
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WaterClass wc = (IsWaterTile(t) ? GetWaterClass(t) : WATER_CLASS_INVALID);
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/* Update company infrastructure counts for objects build on canals owned by nobody. */
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if (wc == WATER_CLASS_CANAL && owner != OWNER_NONE && (IsTileOwner(tile, OWNER_NONE) || IsTileOwner(tile, OWNER_WATER))) {
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