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@ -501,9 +501,9 @@ void DrawClearLandFence(const TileInfo *ti)
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static void DrawTile_Clear(TileInfo *ti)
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{
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switch (GB(ti->map5, 2, 3)) {
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switch (GetClearGround(ti->tile)) {
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case CL_GRASS:
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DrawClearLandTile(ti, GB(ti->map5, 0, 2));
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DrawClearLandTile(ti, GetClearDensity(ti->tile));
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break;
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case CL_ROUGH:
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@ -519,11 +519,11 @@ static void DrawTile_Clear(TileInfo *ti)
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break;
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case CL_SNOW:
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DrawGroundSprite(_clear_land_sprites_2[GB(ti->map5, 0, 2)] + _tileh_to_sprite[ti->tileh]);
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DrawGroundSprite(_clear_land_sprites_2[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh]);
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break;
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case CL_DESERT:
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DrawGroundSprite(_clear_land_sprites_3[GB(ti->map5, 0, 2)] + _tileh_to_sprite[ti->tileh]);
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DrawGroundSprite(_clear_land_sprites_3[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh]);
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break;
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}
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