equal
deleted
inserted
replaced
369 MarkTileDirtyByTile(tile); |
369 MarkTileDirtyByTile(tile); |
370 } |
370 } |
371 } |
371 } |
372 |
372 |
373 if (flags & DC_EXEC) { |
373 if (flags & DC_EXEC) { |
374 Axis axis = AxisToTrack(direction); |
374 Track track = AxisToTrack(direction); |
375 SetSignalsOnBothDir(tile_start, axis); |
375 SetSignalsOnBothDir(tile_start, track); |
376 YapfNotifyTrackLayoutChange(tile_start, axis); |
376 YapfNotifyTrackLayoutChange(tile_start, track); |
377 } |
377 } |
378 |
378 |
379 /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST) |
379 /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST) |
380 * It's unnecessary to execute this command every time for every bridge. So it is done only |
380 * It's unnecessary to execute this command every time for every bridge. So it is done only |
381 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated |
381 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated |