Fix: Don't set set town index for depot tiles. (#14729)
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@@ -1051,6 +1051,7 @@ bool AfterLoadGame()
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case MP_ROAD:
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case MP_ROAD:
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t.m4() |= (t.m2() << 4);
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t.m4() |= (t.m2() << 4);
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if (GB(t.m5(), 4, 2) == ROAD_TILE_DEPOT) break;
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if ((GB(t.m5(), 4, 2) == ROAD_TILE_CROSSING ? (Owner)t.m3() : GetTileOwner(t)) == OWNER_TOWN) {
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if ((GB(t.m5(), 4, 2) == ROAD_TILE_CROSSING ? (Owner)t.m3() : GetTileOwner(t)) == OWNER_TOWN) {
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SetTownIndex(t, CalcClosestTownFromTile(t)->index);
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SetTownIndex(t, CalcClosestTownFromTile(t)->index);
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} else {
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} else {
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