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@ -1698,7 +1698,8 @@ static void DrawTrackBits(TileInfo* ti, TrackBits track)
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pal = PAL_NONE;
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switch (rgt) {
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case RAIL_GROUND_BARREN: pal = PALETTE_TO_BARE_LAND; break;
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case RAIL_GROUND_ICE_DESERT: image += rti->snow_offset; break;
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case RAIL_GROUND_ICE_DESERT:
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case RAIL_GROUND_HALF_SNOW: image += rti->snow_offset; break; // higher part has snow in this case too
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default: break;
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}
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DrawGroundSprite(image, pal, &(_halftile_sub_sprite[halftile_corner]));
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@ -1934,12 +1935,62 @@ static void TileLoop_Track(TileIndex tile)
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}
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switch (_opt.landscape) {
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case LT_ARCTIC:
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if (GetTileZ(tile) > GetSnowLine()) {
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new_ground = RAIL_GROUND_ICE_DESERT;
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case LT_ARCTIC: {
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uint z;
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Slope slope = GetTileSlope(tile, &z);
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bool half = false;
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/* for non-flat track, use lower part of track
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* in other cases, use the highest part with track */
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if (IsPlainRailTile(tile)) {
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TrackBits track = GetTrackBits(tile);
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Foundation f = GetRailFoundation(slope, track);
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switch (f) {
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case FOUNDATION_NONE:
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/* no foundation - is the track on the upper side of three corners raised tile? */
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if (IsSlopeWithThreeCornersRaised(slope)) z += TILE_HEIGHT;
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break;
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case FOUNDATION_INCLINED_X:
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case FOUNDATION_INCLINED_Y:
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/* sloped track - is it on a steep slope? */
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if (IsSteepSlope(slope)) z += TILE_HEIGHT;
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break;
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case FOUNDATION_STEEP_LOWER:
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/* only lower part of steep slope */
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z += TILE_HEIGHT;
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break;
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default:
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/* if it is a steep slope, then there is a track on higher part */
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if (IsSteepSlope(slope)) z += TILE_HEIGHT;
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z += TILE_HEIGHT;
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break;
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}
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half = IsInsideMM(f, FOUNDATION_STEEP_BOTH, FOUNDATION_HALFTILE_N + 1);
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} else {
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/* is the depot on a non-flat tile? */
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if (slope != SLOPE_FLAT) z += TILE_HEIGHT;
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}
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/* 'z' is now the lowest part of the highest track bit -
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* for sloped track, it is 'z' of lower part
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* for two track bits, it is 'z' of higher track bit
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* For non-continuous foundations (and STEEP_BOTH), 'half' is set */
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if (z > GetSnowLine()) {
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if (half && z - GetSnowLine() == TILE_HEIGHT) {
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/* track on non-continuous foundation, lower part is not under snow */
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new_ground = RAIL_GROUND_HALF_SNOW;
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} else {
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new_ground = RAIL_GROUND_ICE_DESERT;
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}
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goto set_ground;
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}
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break;
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}
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case LT_TROPIC:
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if (GetTropicZone(tile) == TROPICZONE_DESERT) {
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