(svn r18781) -Codechange: pass the CommandCost to the callback instead of whether it succeeded or not.
-Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
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@@ -885,17 +885,17 @@ void ShowTownDirectory()
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new TownDirectoryWindow(&_town_directory_desc);
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}
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void CcFoundTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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void CcFoundTown(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) {
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SndPlayTileFx(SND_1F_SPLAT, tile);
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if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace();
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}
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if (result.Failed()) return;
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SndPlayTileFx(SND_1F_SPLAT, tile);
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if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace();
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}
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void CcFoundRandomTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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void CcFoundRandomTown(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) ScrollMainWindowToTile(Town::Get(_new_town_id)->xy);
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if (result.Succeeded()) ScrollMainWindowToTile(Town::Get(_new_town_id)->xy);
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}
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/** Widget numbers of town scenario editor window. */
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