@@ -1169,25 +1169,25 @@ static bool GrowTownWithBridge(const Tow
const Slope slope = GetTileSlope(tile);
/* Make sure the direction is compatible with the slope.
* Well we check if the slope has an up bit set in the
* reverse direction. */
if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
/* Assure that the bridge is connectable to the start side */
if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
/* We are in the right direction */
uint8 bridge_length = 0; // This value stores the length of the possible bridge
int bridge_length = 0; // This value stores the length of the possible bridge
TileIndex bridge_tile = tile; // Used to store the other waterside
const int delta = TileOffsByDiagDir(bridge_dir);
/* To prevent really small towns from building disproportionately
* long bridges, make the max a function of its population. */
int base_bridge_length = 5;
int max_bridge_length = t->cache.population / 1000 + base_bridge_length;
if (slope == SLOPE_FLAT) {
/* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
do {
Status change: