mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r17455) -Codechange: use sprite names instead of magic numbers in table/clear_land.h and change some names
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@ -58,7 +58,7 @@ void DrawHillyLandTile(const TileInfo *ti)
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if (ti->tileh != SLOPE_FLAT) {
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DrawGroundSprite(SPR_FLAT_ROUGH_LAND + _tileh_to_sprite[ti->tileh], PAL_NONE);
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} else {
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DrawGroundSprite(_landscape_clear_sprites[GB(ti->x ^ ti->y, 4, 3)], PAL_NONE);
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DrawGroundSprite(_landscape_clear_sprites_rough[GB(ti->x ^ ti->y, 4, 3)], PAL_NONE);
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}
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}
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@ -72,11 +72,11 @@ void DrawClearLandFence(const TileInfo *ti)
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}
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if (GetFenceSW(ti->tile) != 0) {
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DrawGroundSpriteAt(_clear_land_fence_sprites_1[GetFenceSW(ti->tile) - 1] + _fence_mod_by_tileh[ti->tileh], PAL_NONE, ti->x, ti->y, z);
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DrawGroundSpriteAt(_clear_land_fence_sprites[GetFenceSW(ti->tile) - 1] + _fence_mod_by_tileh_sw[ti->tileh], PAL_NONE, ti->x, ti->y, z);
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}
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if (GetFenceSE(ti->tile) != 0) {
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DrawGroundSpriteAt(_clear_land_fence_sprites_1[GetFenceSE(ti->tile) - 1] + _fence_mod_by_tileh_2[ti->tileh], PAL_NONE, ti->x, ti->y, z);
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DrawGroundSpriteAt(_clear_land_fence_sprites[GetFenceSE(ti->tile) - 1] + _fence_mod_by_tileh_se[ti->tileh], PAL_NONE, ti->x, ti->y, z);
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}
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}
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@ -96,15 +96,12 @@ static void DrawTile_Clear(TileInfo *ti)
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break;
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case CLEAR_FIELDS:
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DrawGroundSprite(_clear_land_sprites_1[GetFieldType(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
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DrawGroundSprite(_clear_land_sprites_farmland[GetFieldType(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
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break;
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case CLEAR_SNOW:
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DrawGroundSprite(_clear_land_sprites_2[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
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break;
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case CLEAR_DESERT:
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DrawGroundSprite(_clear_land_sprites_3[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
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DrawGroundSprite(_clear_land_sprites_snow_desert[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
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break;
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}
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@ -1733,7 +1733,7 @@ static void DrawTrackBits(TileInfo *ti, TrackBits track)
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} else {
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switch (rgt) {
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case RAIL_GROUND_BARREN: image = SPR_FLAT_BARE_LAND; break;
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case RAIL_GROUND_ICE_DESERT: image = SPR_FLAT_SNOWY_TILE; break;
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case RAIL_GROUND_ICE_DESERT: image = SPR_FLAT_SNOW_DESERT_TILE; break;
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default: image = SPR_FLAT_GRASS_TILE; break;
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}
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image += _tileh_to_sprite[ti->tileh];
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@ -1927,7 +1927,7 @@ static void DrawTile_Track(TileInfo *ti)
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if (image != SPR_FLAT_GRASS_TILE) {
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image += rti->snow_offset; // tile with tracks
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} else {
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image = SPR_FLAT_SNOWY_TILE; // flat ground
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image = SPR_FLAT_SNOW_DESERT_TILE; // flat ground
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}
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}
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@ -9,25 +9,25 @@
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/** @file clear_land.h Tables with sprites for clear land and fences. */
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static const SpriteID _landscape_clear_sprites[8] = {
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0xFA0,
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0xFB3,
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0xFB4,
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0xFB5,
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0xFB6,
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0xFA0,
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0xFB3,
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0xFB4,
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static const SpriteID _landscape_clear_sprites_rough[8] = {
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SPR_FLAT_ROUGH_LAND,
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SPR_FLAT_ROUGH_LAND_1,
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SPR_FLAT_ROUGH_LAND_2,
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SPR_FLAT_ROUGH_LAND_3,
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SPR_FLAT_ROUGH_LAND_4,
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SPR_FLAT_ROUGH_LAND,
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SPR_FLAT_ROUGH_LAND_1,
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SPR_FLAT_ROUGH_LAND_2,
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};
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static const byte _fence_mod_by_tileh[32] = {
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static const byte _fence_mod_by_tileh_sw[32] = {
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0, 2, 4, 0, 0, 2, 4, 0,
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0, 2, 4, 0, 0, 2, 4, 0,
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0, 2, 4, 0, 0, 2, 4, 4,
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0, 2, 4, 2, 0, 2, 4, 0,
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};
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static const byte _fence_mod_by_tileh_2[32] = {
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static const byte _fence_mod_by_tileh_se[32] = {
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1, 1, 5, 5, 3, 3, 1, 1,
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1, 1, 5, 5, 3, 3, 1, 1,
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1, 1, 5, 5, 3, 3, 1, 5,
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@ -35,37 +35,30 @@ static const byte _fence_mod_by_tileh_2[32] = {
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};
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static const SpriteID _clear_land_fence_sprites_1[7] = {
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0xFFA,
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0x1000,
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0x1006,
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0x100C,
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0x1012,
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0x1018,
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static const SpriteID _clear_land_fence_sprites[7] = {
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SPR_HEDGE_BUSHES,
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SPR_HEDGE_BUSHES_WITH_GATE,
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SPR_HEDGE_FENCE,
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SPR_HEDGE_BLOOMBUSH_YELLOW,
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SPR_HEDGE_BLOOMBUSH_RED,
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SPR_HEDGE_STONE,
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};
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static const SpriteID _clear_land_sprites_1[16] = {
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0x101E,
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0x1031,
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0x1044,
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0x1057,
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0x106A,
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0x107D,
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0x1090,
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0x10A3,
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0x10B6,
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static const SpriteID _clear_land_sprites_farmland[16] = {
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SPR_FARMLAND_BARE,
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SPR_FARMLAND_STATE_1,
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SPR_FARMLAND_STATE_2,
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SPR_FARMLAND_STATE_3,
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SPR_FARMLAND_STATE_4,
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SPR_FARMLAND_STATE_5,
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SPR_FARMLAND_STATE_6,
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SPR_FARMLAND_STATE_7,
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SPR_FARMLAND_HAYPACKS,
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};
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static const SpriteID _clear_land_sprites_2[8] = {
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0x118D,
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0x11A0,
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0x11B3,
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0x11C6,
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};
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static const SpriteID _clear_land_sprites_3[8] = {
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0x118D,
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0x11A0,
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0x11B3,
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0x11C6,
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static const SpriteID _clear_land_sprites_snow_desert[8] = {
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SPR_FLAT_1_QUART_SNOW_DESERT_TILE,
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SPR_FLAT_2_QUART_SNOW_DESERT_TILE,
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SPR_FLAT_3_QUART_SNOW_DESERT_TILE,
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SPR_FLAT_SNOW_DESERT_TILE,
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};
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@ -530,10 +530,10 @@ enum Sprites {
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SPR_FLAT_ROCKY_LAND_1 = 4023,
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SPR_FLAT_ROCKY_LAND_2 = 4042,
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SPR_FLAT_WATER_TILE = 4061,
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SPR_FLAT_1_QUART_SNOWY_TILE = 4493,
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SPR_FLAT_2_QUART_SNOWY_TILE = 4512,
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SPR_FLAT_3_QUART_SNOWY_TILE = 4531,
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SPR_FLAT_SNOWY_TILE = 4550,
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SPR_FLAT_1_QUART_SNOW_DESERT_TILE = 4493,
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SPR_FLAT_2_QUART_SNOW_DESERT_TILE = 4512,
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SPR_FLAT_3_QUART_SNOW_DESERT_TILE = 4531,
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SPR_FLAT_SNOW_DESERT_TILE = 4550,
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/* Hedge, Farmland-fence sprites */
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SPR_HEDGE_BUSHES = 4090,
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@ -12,13 +12,6 @@
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#ifndef TREE_LAND_H
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#define TREE_LAND_H
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static const SpriteID _tree_sprites_1[] = {
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SPR_FLAT_1_QUART_SNOWY_TILE,
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SPR_FLAT_2_QUART_SNOWY_TILE,
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SPR_FLAT_3_QUART_SNOWY_TILE,
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SPR_FLAT_SNOWY_TILE
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};
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static const byte _tree_base_by_landscape[4] = {0, 12, 20, 32};
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static const byte _tree_count_by_landscape[4] = {12, 8, 12, 9};
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@ -32,6 +32,7 @@
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "table/tree_land.h"
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#include "table/clear_land.h"
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/**
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* List of tree placer algorithm.
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@ -446,7 +447,7 @@ static void DrawTile_Trees(TileInfo *ti)
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case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
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case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
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case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
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default: DrawGroundSprite(_tree_sprites_1[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
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default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE); break;
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}
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DrawClearLandFence(ti);
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@ -974,7 +974,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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if (!ice) {
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DrawClearLandTile(ti, 3);
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} else {
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DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
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DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
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}
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/* draw ramp */
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