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@ -818,7 +818,7 @@ no_slope:
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static bool TerraformTownTile(TileIndex tile, int edges, int dir)
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{
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TILE_ASSERT(tile);
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assert(tile < MapSize());
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CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
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@ -828,7 +828,7 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir)
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static void LevelTownLand(TileIndex tile)
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{
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TILE_ASSERT(tile);
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assert(tile < MapSize());
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/* Don't terraform if land is plain or if there's a house there. */
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if (IsTileType(tile, MP_HOUSE)) return;
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@ -1027,7 +1027,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
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TileIndex tile = *tile_ptr; // The main tile on which we base our growth
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TILE_ASSERT(tile);
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assert(tile < MapSize());
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if (cur_rb == ROAD_NONE) {
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/* Tile has no road. First reset the status counter
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@ -1195,7 +1195,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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*/
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DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
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TILE_ASSERT(tile);
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assert(tile < MapSize());
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/* Number of times to search.
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* Better roads, 2X2 and 3X3 grid grow quite fast so we give
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