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@ -2291,10 +2291,10 @@ static void AiStateBuildRail(Player *p)
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AiBuildRail(p);
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AiBuildRail(p);
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// Alternate between edges
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// Alternate between edges
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swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
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SwapT(&p->ai.start_tile_a, &p->ai.start_tile_b);
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swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
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SwapT(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
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swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
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SwapT(&p->ai.start_dir_a, &p->ai.start_dir_b);
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swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
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SwapT(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
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return;
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return;
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}
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}
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@ -3112,10 +3112,10 @@ static void AiStateBuildRoad(Player *p)
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AiBuildRoad(p);
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AiBuildRoad(p);
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// Alternate between edges
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// Alternate between edges
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swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
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SwapT(&p->ai.start_tile_a, &p->ai.start_tile_b);
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swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
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SwapT(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
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swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
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SwapT(&p->ai.start_dir_a, &p->ai.start_dir_b);
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swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
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SwapT(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
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return;
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return;
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}
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}
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