diff -r 4b963391b435 -r 7d0fac8f14cd src/tunnelbridge_cmd.cpp --- a/src/tunnelbridge_cmd.cpp Thu Jul 17 16:38:26 2008 +0000 +++ b/src/tunnelbridge_cmd.cpp Thu Jul 17 20:13:01 2008 +0000 @@ -452,10 +452,10 @@ * It's unnecessary to execute this command every time for every bridge. So it is done only * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated */ - if (!(flags & DC_QUERY_COST) || (IsValidPlayer(_current_player) && GetPlayer(_current_player)->is_ai)) { + if (!(flags & DC_QUERY_COST) || (IsValidPlayerID(_current_player) && GetPlayer(_current_player)->is_ai)) { bridge_len += 2; // begin and end tiles/ramps - if (IsValidPlayer(_current_player) && !_is_old_ai_player) + if (IsValidPlayerID(_current_player) && !_is_old_ai_player) bridge_len = CalcBridgeLenCostFactor(bridge_len); cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8);