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Limit tunnel length at the proper place
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@ -382,12 +382,13 @@ static TileIndex BuildTunnel(PathNode *current, TileIndex end_tile = INVALID_TIL
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const TileIndexDiff delta = TileOffsByDiagDir(direction);
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end_tile = start_tile;
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int end_z;
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const uint tunnel_length_limit = std::min<uint>(_settings_game.construction.max_tunnel_length, 30);
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for (int tunnel_length = 1;;tunnel_length++) {
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end_tile += delta;
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if (!IsValidTile(end_tile)) return INVALID_TILE;
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if (tunnel_length > _settings_game.construction.max_tunnel_length) return INVALID_TILE;
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if (tunnel_length > tunnel_length_limit) return INVALID_TILE;
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GetTileSlope(end_tile, &end_z);
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