# HG changeset patch # User frosch # Date 2010-08-09 07:19:44 # Node ID 6f723a16b26d25709187494a04a49a324ef5f3f4 # Parent 4f6cef458ee3078afb49a6d43ed8a01f828fa5e2 (svn r20421) -Change [FS#3947]: Make snowyness of bridgehead depend on the tileheight at the entry edge. diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -1396,12 +1396,17 @@ static void TileLoop_TunnelBridge(TileIn { bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile); switch (_settings_game.game_creation.landscape) { - case LT_ARCTIC: - if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) { + case LT_ARCTIC: { + /* As long as we do not have a snow density, we want to use the density + * from the entry endge. For tunnels this is the lowest point for bridges the highest point. + * (Independent of foundations) */ + uint z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile); + if (snow_or_desert != (z > GetSnowLine())) { SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert); MarkTileDirtyByTile(tile); } break; + } case LT_TROPIC: if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {