diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -822,7 +822,7 @@ static void TownTickHandler(Town *t) i = t->growth_rate; } else { /* If growth failed wait a bit before retrying */ - i = std::min(t->growth_rate, TOWN_GROWTH_TICKS - 1); + i = std::min(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1); } } t->grow_counter = i; @@ -1868,7 +1868,7 @@ static void DoCreateTown(Town *t, TileIn t->cache.population = 0; /* Spread growth across ticks so even if there are many * similar towns they're unlikely to grow all in one tick */ - t->grow_counter = t->index % TOWN_GROWTH_TICKS; + t->grow_counter = t->index % Ticks::TOWN_GROWTH_TICKS; t->growth_rate = TownTicksToGameTicks(250); t->show_zone = false; @@ -3236,7 +3236,7 @@ static CommandCost TownActionFundBuildin * tick-perfect and gives player some time window where they can * spam funding with the exact same efficiency. */ - t->grow_counter = std::min(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS); + t->grow_counter = std::min(t->grow_counter, 2 * Ticks::TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % Ticks::TOWN_GROWTH_TICKS); SetWindowDirty(WC_TOWN_VIEW, t->index); }