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(svn r27657) -Change: Replace another occurence of the ancient tilehash function with the newer one. This time to make rough land appear more random.
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@ -56,7 +56,7 @@ void DrawHillyLandTile(const TileInfo *ti)
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if (ti->tileh != SLOPE_FLAT) {
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DrawGroundSprite(SPR_FLAT_ROUGH_LAND + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
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} else {
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DrawGroundSprite(_landscape_clear_sprites_rough[GB(ti->x ^ ti->y, 4, 3)], PAL_NONE);
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DrawGroundSprite(_landscape_clear_sprites_rough[GB(TileHash(ti->x, ti->y), 0, 3)], PAL_NONE);
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}
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}
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