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@ -9,6 +9,7 @@
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#include "table/sprites.h"
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#include "map.h"
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#include "tile.h"
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#include "town_map.h"
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#include "tunnel_map.h"
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#include "viewport.h"
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#include "town.h"
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@ -265,7 +266,7 @@ static void MakeSingleHouseBigger(TileIndex tile)
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_m[tile].m3 = _m[tile].m3 + 0x40;
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if ((_m[tile].m3 & 0xC0) == 0xC0) {
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ChangePopulation(GetTown(_m[tile].m2), _housetype_population[_m[tile].m4]);
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ChangePopulation(GetTownByTile(tile), _housetype_population[_m[tile].m4]);
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}
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MarkTileDirtyByTile(tile);
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}
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@ -298,7 +299,7 @@ static void TileLoop_Town(TileIndex tile)
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_m[tile].m5 = (_m[tile].m5 & 0x40) | 0x80;
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}
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t = GetTown(_m[tile].m2);
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t = GetTownByTile(tile);
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r = Random();
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@ -356,7 +357,7 @@ static int32 ClearTile_Town(TileIndex tile, byte flags)
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rating = _housetype_remove_ratingmod[house];
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_cleared_town_rating += rating;
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_cleared_town = t = GetTown(_m[tile].m2);
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_cleared_town = t = GetTownByTile(tile);
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if (_current_player < MAX_PLAYERS) {
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if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
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@ -743,7 +744,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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if (IsTileType(tile, MP_STREET)) {
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/* Don't allow building over roads of other cities */
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if (IsTileOwner(tile, OWNER_TOWN) && GetTown(_m[tile].m2) != t)
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if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t)
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_grow_town_result = -1;
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else if (_game_mode == GM_EDITOR) {
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/* If we are in the SE, and this road-piece has no town owner yet, it just found an
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@ -1483,7 +1484,7 @@ void DeleteTown(Town *t)
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for (tile = 0; tile < MapSize(); ++tile) {
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switch (GetTileType(tile)) {
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case MP_HOUSE:
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if (GetTown(_m[tile].m2) == t)
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if (GetTownByTile(tile) == t)
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DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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break;
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@ -1830,7 +1831,7 @@ Town *ClosestTownFromTile(TileIndex tile, uint threshold)
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IsTileType(tile, MP_STREET) &&
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(IsLevelCrossing(tile) ? GetCrossingRoadOwner(tile) : GetTileOwner(tile)) == OWNER_TOWN
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))
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return GetTown(_m[tile].m2);
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return GetTownByTile(tile);
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FOR_ALL_TOWNS(t) {
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if (t->xy != 0) {
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