void AIConstruction::SetFlagsAlongRoad(const noRoadNode& roadNode, Direction dir)
{
    // does the roadsegment still exist?
    const RoadSegment& roadSeg = *roadNode.GetRoute(dir);
    bool isBwdDir = roadSeg.GetNodeID(roadNode);
    MapPoint curPos = roadNode.GetPos();
    // Skip first
    curPos = aii.gwb.GetNeighbour(curPos, roadSeg.GetDir(isBwdDir, 0));
    // Start after getting first neighbor (min distance == 2)
    // and skip last 2 points (min distance and last is flag)
    for(unsigned i = 1; i + 2 < roadSeg.GetLength(); ++i)
    {
        curPos = aii.gwb.GetNeighbour(curPos, roadSeg.GetDir(isBwdDir, i));
        aii.SetFlag(curPos);
        constructionlocations.push_back(curPos);
    }
}