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(svn r11397) -Fix r11395: some minor fixes for better town-bridge results (and better comments) (skidd13 / TrueLight)
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@ -907,7 +907,8 @@ static bool GrowTownWithBridge(const Town *t, TileIndex tile, DiagDirection brid
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/* Make sure the direction is compatible with the slope.
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* If any of the following bits match, the slope is forbidden for
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* that diagdir. Total of 5 slopes per direction.
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* that diagdir. This means 5 non-steep slopes, and 3 steep-slopes
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* per diagdir.
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* 0 -> 0b1100
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* 1 -> 0b0110
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* 2 -> 0b0011
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@ -916,8 +917,11 @@ static bool GrowTownWithBridge(const Town *t, TileIndex tile, DiagDirection brid
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* the direction to get the forbidden slope mask. */
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if (HASBITS(slope & 0x0F, 0xCC >> bridge_dir)) return false;
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/* Assure that the bridge is connectable to the start side */
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if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
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/* We are in the right direction */
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uint32 bridge_length = 0; // This value stores the length of the possible bridge
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uint8 bridge_length = 0; // This value stores the length of the possible bridge
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TileIndex bridge_tile = tile; // Used to store the other waterside
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do {
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@ -925,7 +929,7 @@ static bool GrowTownWithBridge(const Town *t, TileIndex tile, DiagDirection brid
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/* Max 11 tile long bridges */
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return false;
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}
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bridge_tile = TILE_MASK(bridge_tile + TileOffsByDiagDir(bridge_dir));
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bridge_tile = TileAddByDiagDir(bridge_tile, bridge_dir);
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} while (IsWaterTile(bridge_tile));
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/* no water tiles in between? */
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