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@@ -840,7 +840,7 @@ void ShowTownDirectory()
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new TownDirectoryWindow(&_town_directory_desc);
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}
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void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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void CcFoundTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) {
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SndPlayTileFx(SND_1F_SPLAT, tile);
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@@ -1032,12 +1032,12 @@ public:
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{
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uint32 townnameparts;
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if (!GenerateTownName(&townnameparts)) {
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ShowErrorMessage(STR_ERROR_TOO_MANY_TOWNS, STR_ERROR_CAN_T_BUILD_TOWN_HERE, 0, 0);
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ShowErrorMessage(STR_ERROR_TOO_MANY_TOWNS, STR_ERROR_CAN_T_FOUND_TOWN_HERE, 0, 0);
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return;
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}
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DoCommandP(tile, this->town_size | this->city << 2 | this->town_layout << 3, townnameparts,
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CMD_BUILD_TOWN | CMD_MSG(STR_ERROR_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
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CMD_FOUND_TOWN | CMD_MSG(STR_ERROR_CAN_T_FOUND_TOWN_HERE), CcFoundTown);
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}
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virtual void OnPlaceObjectAbort()
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@@ -1054,7 +1054,7 @@ static const WindowDesc _found_town_desc
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NULL, _nested_found_town_widgets, lengthof(_nested_found_town_widgets)
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);
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void ShowBuildTownWindow()
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void ShowFoundTownWindow()
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{
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if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
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AllocateWindowDescFront<FoundTownWindow>(&_found_town_desc, 0);
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