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@ -115,11 +115,12 @@ static const LegendAndColour _legend_vegetation[] = {
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MK(PC_ROUGH_LAND, STR_SMALLMAP_LEGENDA_ROUGH_LAND),
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MK(PC_GRASS_LAND, STR_SMALLMAP_LEGENDA_GRASS_LAND),
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MK(PC_BARE_LAND, STR_SMALLMAP_LEGENDA_BARE_LAND),
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MK(PC_RAINFOREST, STR_SMALLMAP_LEGENDA_RAINFOREST),
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MK(PC_FIELDS, STR_SMALLMAP_LEGENDA_FIELDS),
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MK(PC_TREES, STR_SMALLMAP_LEGENDA_TREES),
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MK(PC_GREEN, STR_SMALLMAP_LEGENDA_FOREST),
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MS(PC_GREY, STR_SMALLMAP_LEGENDA_ROCKS),
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MS(PC_GREEN, STR_SMALLMAP_LEGENDA_FOREST),
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MK(PC_GREY, STR_SMALLMAP_LEGENDA_ROCKS),
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MK(PC_ORANGE, STR_SMALLMAP_LEGENDA_DESERT),
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MK(PC_LIGHT_BLUE, STR_SMALLMAP_LEGENDA_SNOW),
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MK(PC_BLACK, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES),
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@ -531,7 +532,11 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile, TileType t)
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{
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switch (t) {
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case MP_CLEAR:
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return (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) ? MKCOLOUR_XXXX(PC_BARE_LAND) : _vegetation_clear_bits[GetClearGround(tile)];
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if (IsClearGround(tile, CLEAR_GRASS)) {
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if (GetClearDensity(tile) < 3) return MKCOLOUR_XXXX(PC_BARE_LAND);
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if (GetTropicZone(tile) == TROPICZONE_RAINFOREST) return MKCOLOUR_XXXX(PC_RAINFOREST);
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}
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return _vegetation_clear_bits[GetClearGround(tile)];
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case MP_INDUSTRY:
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return IsTileForestIndustry(tile) ? MKCOLOUR_XXXX(PC_GREEN) : MKCOLOUR_XXXX(PC_DARK_RED);
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@ -540,7 +545,7 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile, TileType t)
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if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(tile) == TREE_GROUND_ROUGH_SNOW) {
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return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR_XYYX(PC_LIGHT_BLUE, PC_TREES) : MKCOLOUR_XYYX(PC_ORANGE, PC_TREES);
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}
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return MKCOLOUR_XYYX(PC_GRASS_LAND, PC_TREES);
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return (GetTropicZone(tile) == TROPICZONE_RAINFOREST) ? MKCOLOUR_XYYX(PC_RAINFOREST, PC_TREES) : MKCOLOUR_XYYX(PC_GRASS_LAND, PC_TREES);
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default:
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return ApplyMask(MKCOLOUR_XXXX(PC_GRASS_LAND), &_smallmap_vehicles_andor[t]);
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