equal
deleted
inserted
replaced
359 SetBridgeMiddle(tile, direction); |
359 SetBridgeMiddle(tile, direction); |
360 MarkTileDirtyByTile(tile); |
360 MarkTileDirtyByTile(tile); |
361 } |
361 } |
362 } |
362 } |
363 |
363 |
364 SetSignalsOnBothDir(tile_start, AxisToTrack(direction)); |
364 if (flags & DC_EXEC) { |
365 YapfNotifyTrackLayoutChange(tile_start, AxisToTrack(direction)); |
365 Track track = AxisToTrack(direction); |
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366 SetSignalsOnBothDir(tile_start, track); |
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367 YapfNotifyTrackLayoutChange(tile_start, track); |
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368 } |
366 |
369 |
367 /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST) |
370 /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST) |
368 * It's unnecessary to execute this command every time for every bridge. So it is done only |
371 * It's unnecessary to execute this command every time for every bridge. So it is done only |
369 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated |
372 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated |
370 */ |
373 */ |