Update to 12.0-beta1
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@@ -147,7 +147,7 @@ void OrderBackup::DoRestore(Vehicle *v)
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* @param text Unused.
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* @return The cost of this operation or an error.
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*/
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CommandCost CmdClearOrderBackup(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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CommandCost CmdClearOrderBackup(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
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{
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/* No need to check anything. If the tile or user don't exist we just ignore it. */
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if (flags & DC_EXEC) OrderBackup::ResetOfUser(tile == 0 ? INVALID_TILE : tile, p2);
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@@ -198,7 +198,7 @@ CommandCost CmdClearOrderBackup(TileIndex tile, DoCommandFlag flags, uint32 p1,
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/* We need to circumvent the "prevention" from this command being executed
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* while the game is paused, so use the internal method. Nor do we want
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* this command to get its cost estimated when shift is pressed. */
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DoCommandPInternal(ob->tile, 0, user, CMD_CLEAR_ORDER_BACKUP, nullptr, nullptr, true, false);
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DoCommandPInternal(ob->tile, 0, user, CMD_CLEAR_ORDER_BACKUP, nullptr, {}, true, false);
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} else {
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/* The command came from the game logic, i.e. the clearing of a tile.
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* In that case we have no need to actually sync this, just do it. */
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