diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -418,7 +418,7 @@ CommandCost CmdBuildBridge(TileIndex end bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER); /* Try and clear the start landscape */ - CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + CommandCost ret = DoCommand(flags, CMD_LANDSCAPE_CLEAR, tile_start, 0, 0); if (ret.Failed()) return ret; cost = ret; @@ -426,7 +426,7 @@ CommandCost CmdBuildBridge(TileIndex end cost.AddCost(terraform_cost_north); /* Try and clear the end landscape */ - ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + ret = DoCommand(flags, CMD_LANDSCAPE_CLEAR, tile_end, 0, 0); if (ret.Failed()) return ret; cost.AddCost(ret); @@ -498,7 +498,7 @@ CommandCost CmdBuildBridge(TileIndex end default: not_valid_below:; /* try and clear the middle landscape */ - ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + ret = DoCommand(flags, CMD_LANDSCAPE_CLEAR, tile, 0, 0); if (ret.Failed()) return ret; cost.AddCost(ret); break; @@ -672,7 +672,7 @@ CommandCost CmdBuildTunnel(TileIndex sta if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); - CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + CommandCost ret = DoCommand(flags, CMD_LANDSCAPE_CLEAR, start_tile, 0, 0); if (ret.Failed()) return ret; /* XXX - do NOT change 'ret' in the loop, as it is used as the price @@ -732,7 +732,7 @@ CommandCost CmdBuildTunnel(TileIndex sta if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); /* Clear the tile in any case */ - ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + ret = DoCommand(flags, CMD_LANDSCAPE_CLEAR, end_tile, 0, 0); if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND); cost.AddCost(ret); @@ -764,7 +764,7 @@ CommandCost CmdBuildTunnel(TileIndex sta assert(coa_index < UINT_MAX); // more than 2**32 cleared areas would be a bug in itself coa = nullptr; - ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND); + ret = DoCommand(flags, CMD_TERRAFORM_LAND, end_tile, end_tileh & start_tileh, 0); _cleared_object_areas[(uint)coa_index].first_tile = old_first_tile; if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND); cost.AddCost(ret); @@ -1846,7 +1846,7 @@ static void ChangeTileOwner_TunnelBridge if (tt == TRANSPORT_RAIL) { /* Since all of our vehicles have been removed, it is safe to remove the rail * bridge / tunnel. */ - [[maybe_unused]] CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR); + [[maybe_unused]] CommandCost ret = DoCommand(DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR, tile, 0, 0); assert(ret.Succeeded()); } else { /* In any other case, we can safely reassign the ownership to OWNER_NONE. */ @@ -2037,7 +2037,7 @@ static CommandCost TerraformTile_TunnelB if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); } - return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + return DoCommand(flags, CMD_LANDSCAPE_CLEAR, tile, 0, 0); } extern const TileTypeProcs _tile_type_tunnelbridge_procs = {