diff --git a/docs/newgrf-additions-nml.html b/docs/newgrf-additions-nml.html
index 5147aee695..58ab7cbd8c 100644
--- a/docs/newgrf-additions-nml.html
+++ b/docs/newgrf-additions-nml.html
@@ -304,7 +304,7 @@
use_land_ground | 0 or 1 |
Sets whether to use the underlying ground as the object ground sprite, ignoring the ground sprite provided in the sprite layout.
When enabled, the ground sprite will be bare ground, grass, snow, desert, etc. as if it were a clear ground tile.
- In edge foundation mode, the ground may be coast/shore when flooded.
+ In edge foundation mode, or when foundations are disabled, the ground may be coast/shore when flooded.
|
edge_foundation_mode | [mode0, mode1, mode2, mode3] |
Enables edge foundation mode for the object.
diff --git a/docs/newgrf-additions.html b/docs/newgrf-additions.html
index c4ea4873eb..860f59630b 100644
--- a/docs/newgrf-additions.html
+++ b/docs/newgrf-additions.html
@@ -583,7 +583,7 @@
Object uses land ground sprite (mappable property: object_use_land_ground)
This property sets whether to use the underlying ground as the object ground sprite, ignoring the ground sprite provided in the sprite layout.
When enabled, the ground sprite will be bare ground, grass, snow, desert, etc. as if it were a clear ground tile.
- In edge foundation mode, the ground may be coast/shore when flooded.
+ In edge foundation mode, or when foundations are disabled, the ground may be coast/shore when flooded.
The property length is 1 byte. 0 is disabled (default). 1 is enabled.
This is indicated by the feature name: action0_object_use_land_ground, version 1
Enable object edge foundation mode (mappable property: object_edge_foundation_mode)
diff --git a/src/water_cmd.cpp b/src/water_cmd.cpp
index bc54a23bd4..c4a485389b 100644
--- a/src/water_cmd.cpp
+++ b/src/water_cmd.cpp
@@ -1247,6 +1247,11 @@ void DoFloodTile(TileIndex target)
SetObjectGroundTypeDensity(target, OBJECT_GROUND_SHORE, 3);
MarkTileDirtyByTile(target, VMDF_NOT_MAP_MODE);
flooded = true;
+ } else if ((spec->ctrl_flags & OBJECT_CTRL_FLAG_USE_LAND_GROUND) && (spec->flags & OBJECT_FLAG_HAS_NO_FOUNDATION)) {
+ SetWaterClass(target, WATER_CLASS_SEA);
+ SetObjectGroundTypeDensity(target, OBJECT_GROUND_SHORE, 3);
+ MarkTileDirtyByTile(target, VMDF_NOT_MAP_MODE);
+ flooded = true;
}
break;
}
|