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@ -156,30 +156,34 @@ void TileLoopClearHelper(TileIndex tile)
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}
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/* convert into snowy tiles */
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/** Convert to or from snowy tiles. */
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static void TileLoopClearAlps(TileIndex tile)
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{
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int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
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if (k < 0) { // well below the snow line
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if (k < 0) {
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/* Below the snow line, do nothing if no snow. */
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if (!IsClearGround(tile, CLEAR_SNOW)) return;
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if (GetClearDensity(tile) == 0) SetClearGroundDensity(tile, CLEAR_GRASS, 3);
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} else {
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/* At or above the snow line, make snow tile if needed. */
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if (!IsClearGround(tile, CLEAR_SNOW)) {
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SetClearGroundDensity(tile, CLEAR_SNOW, 0);
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} else {
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uint density = min((uint)k / TILE_HEIGHT, 3);
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if (GetClearDensity(tile) < density) {
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AddClearDensity(tile, 1);
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} else if (GetClearDensity(tile) > density) {
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AddClearDensity(tile, -1);
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} else {
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return;
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}
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MarkTileDirtyByTile(tile);
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return;
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}
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}
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/* Update snow density. */
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uint curent_density = GetClearDensity(tile);
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uint req_density = (k < 0) ? 0u : min((uint)k / TILE_HEIGHT, 3);
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if (curent_density < req_density) {
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AddClearDensity(tile, 1);
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} else if (curent_density > req_density) {
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AddClearDensity(tile, -1);
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} else {
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/* Density at the required level. */
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if (k < 0) SetClearGroundDensity(tile, CLEAR_GRASS, 3);
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}
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MarkTileDirtyByTile(tile);
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}
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