diff --git a/src/order_cmd.cpp b/src/order_cmd.cpp --- a/src/order_cmd.cpp +++ b/src/order_cmd.cpp @@ -23,7 +23,6 @@ #include "core/random_func.hpp" #include "aircraft.h" #include "roadveh.h" -#include "ship.h" #include "station_base.h" #include "waypoint_base.h" #include "company_base.h" @@ -900,42 +899,6 @@ CommandCost CmdInsertOrder(TileIndex til if (!Order::CanAllocateItem()) return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS); if (v->orders.list == NULL && !OrderList::CanAllocateItem()) return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS); - if (v->type == VEH_SHIP && _settings_game.pf.pathfinder_for_ships != VPF_NPF) { - /* Make sure the new destination is not too far away from the previous */ - const Order *prev = NULL; - uint n = 0; - - /* Find the last goto station or depot order before the insert location. - * If the order is to be inserted at the beginning of the order list this - * finds the last order in the list. */ - const Order *o; - FOR_VEHICLE_ORDERS(v, o) { - switch (o->GetType()) { - case OT_GOTO_STATION: - case OT_GOTO_DEPOT: - case OT_GOTO_WAYPOINT: - prev = o; - break; - - default: break; - } - if (++n == sel_ord && prev != NULL) break; - } - if (prev != NULL) { - uint dist; - if (new_order.IsType(OT_CONDITIONAL)) { - /* The order is not yet inserted, so we have to do the first iteration here. */ - dist = GetOrderDistance(prev, v->GetOrder(new_order.GetConditionSkipToOrder()), v); - } else { - dist = GetOrderDistance(prev, &new_order, v); - } - - if (dist >= SHIP_MAX_ORDER_DISTANCE) { - return_cmd_error(STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION); - } - } - } - if (flags & DC_EXEC) { Order *new_o = new Order(); new_o->AssignOrder(new_order); diff --git a/src/ship.h b/src/ship.h --- a/src/ship.h +++ b/src/ship.h @@ -57,8 +57,6 @@ struct Ship FINAL : public SpecializedVe void SetDestTile(TileIndex tile); }; -static const uint SHIP_MAX_ORDER_DISTANCE = 130; - /** * Iterate over all ships. * @param var The variable used for iteration.