@@ -624,12 +624,13 @@ CommandCost CmdLandscapeClear(TileIndex
* However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
if (_cleared_object_areas[i].area.Intersects(TileArea(tile, 1, 1))) {
/* If a object is removed, it leaves either bare land or water. */
if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
}
if (do_clear && (flags & DC_EXEC)) DoClearSquare(tile);
return cost;
cost.AddCost(_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags));
Status change: