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@ -77,7 +77,7 @@ typedef struct DrawTownTileStruct {
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static void TownDrawHouseLift(const TileInfo *ti)
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{
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AddChildSpriteScreen(0x5A3, 0xE, 0x3C - GB(_m[ti->tile].m1, 0, 7));
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AddChildSpriteScreen(SPR_LIFT, 14, 60 - GB(_m[ti->tile].m1, 0, 7));
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}
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typedef void TownDrawTileProc(const TileInfo *ti);
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@ -1021,7 +1021,6 @@ static Town *AllocateTown(void)
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int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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TileIndex tile = TileVirtXY(x, y);
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TileInfo ti;
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Town *t;
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uint32 townnameparts;
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@ -1035,9 +1034,9 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
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// Can only build on clear flat areas.
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FindLandscapeHeightByTile(&ti, tile);
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if (ti.type != MP_CLEAR || ti.tileh != 0)
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if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != 0) {
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return_cmd_error(STR_0239_SITE_UNSUITABLE);
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}
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// Check distance to all other towns.
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if (IsCloseToTown(tile, 20))
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@ -1063,7 +1062,6 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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Town *CreateRandomTown(uint attempts)
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{
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TileIndex tile;
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TileInfo ti;
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Town *t;
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uint32 townnameparts;
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@ -1073,9 +1071,7 @@ Town *CreateRandomTown(uint attempts)
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if (DistanceFromEdge(tile) < 20) continue;
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// Make sure the tile is plain
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FindLandscapeHeightByTile(&ti, tile);
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if (ti.type != MP_CLEAR || ti.tileh != 0)
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continue;
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if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != 0) continue;
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// Check not too close to a town
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if (IsCloseToTown(tile, 20)) continue;
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@ -1562,16 +1558,16 @@ static void TownActionRoadRebuild(Town *t, int action)
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static bool DoBuildStatueOfCompany(TileIndex tile)
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{
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TileInfo ti;
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PlayerID old;
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int32 r;
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FindLandscapeHeightByTile(&ti, tile);
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if (ti.tileh != 0) return false;
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if (GetTileSlope(tile, NULL) != 0) return false;
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if (ti.type != MP_HOUSE && ti.type != MP_CLEAR && ti.type != MP_TREES)
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if (!IsTileType(tile, MP_HOUSE) &&
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!IsTileType(tile, MP_CLEAR) &&
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!IsTileType(tile, MP_TREES)) {
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return false;
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}
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old = _current_player;
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_current_player = OWNER_NONE;
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