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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r5641) -Fix: Adjust/correct some bounding boxes. This fixes some graphical glitches near bridges
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@ -241,7 +241,7 @@ void DrawFoundation(TileInfo *ti, uint f)
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AddSortableSpriteToDraw(
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HASBIT(M(SLOPE_W) | M(SLOPE_S) | M(SLOPE_E) | M(SLOPE_N), ti->tileh) ?
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sprite_base + (f - 15) : SPR_FOUNDATION_BASE + ti->tileh,
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ti->x, ti->y, 1, 1, 1, ti->z
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ti->x, ti->y, 16, 16, 1, ti->z
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);
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#undef M
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@ -858,10 +858,10 @@ static void DrawBridgePillars(PalSpriteID image, const TileInfo *ti, int x, int
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const byte *p;
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static const byte _tileh_bits[4][8] = {
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{2,1,8,4, 16,11,0,9},
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{1,8,4,2, 11,16,9,0},
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{4,8,1,2, 16,11,0,9},
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{2,4,8,1, 11,16,9,0},
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{ 2, 1, 8, 4, 16, 2, 0, 9 },
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{ 1, 8, 4, 2, 2, 16, 9, 0 },
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{ 4, 8, 1, 2, 16, 2, 0, 9 },
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{ 2, 4, 8, 1, 2, 16, 9, 0 }
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};
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if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
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@ -876,12 +876,15 @@ static void DrawBridgePillars(PalSpriteID image, const TileInfo *ti, int x, int
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}
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for (; z >= front_height || z >= back_height; z -= TILE_HEIGHT) {
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/* HACK set height of the BB of pillars to 1, because the origin of the
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* sprites is at the top
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*/
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if (z >= front_height) { // front facing pillar
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AddSortableSpriteToDraw(image, x, y, p[4], p[5], 0x28, z);
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AddSortableSpriteToDraw(image, x, y, p[4], p[5], 1, z);
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}
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if (drawfarpillar && z >= back_height && z < i - TILE_HEIGHT) { // back facing pillar
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AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z);
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AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 1, z);
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}
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}
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}
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@ -987,7 +990,12 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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// draw ramp
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if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
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AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 7, ti->z);
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/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
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* it doesn't disappear behind it
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*/
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AddSortableSpriteToDraw(
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image, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 1 : 8, ti->z
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);
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} else {
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// bridge middle part.
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Axis axis = GetBridgeAxis(ti->tile);
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