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(svn r5581) Slightly alter some snow line related calculations to make them a bit clearer
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@ -595,17 +595,16 @@ void TileLoopClearHelper(TileIndex tile)
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/* convert into snowy tiles */
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static void TileLoopClearAlps(TileIndex tile)
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{
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/* distance from snow line, in steps of 8 */
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int k = GetTileZ(tile) - _opt.snow_line;
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int k = GetTileZ(tile) - _opt.snow_line + TILE_HEIGHT;
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if (k < -TILE_HEIGHT) { // well below the snow line
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if (k < 0) { // well below the snow line
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if (!IsClearGround(tile, CLEAR_SNOW)) return;
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if (GetClearDensity(tile) == 0) SetClearGroundDensity(tile, CLEAR_GRASS, 3);
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} else {
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if (!IsClearGround(tile, CLEAR_SNOW)) {
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SetClearGroundDensity(tile, CLEAR_SNOW, 0);
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} else {
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uint density = min((uint)(k + TILE_HEIGHT) / TILE_HEIGHT, 3);
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uint density = min((uint)k / TILE_HEIGHT, 3);
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if (GetClearDensity(tile) < density) {
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AddClearDensity(tile, 1);
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@ -405,13 +405,13 @@ static void TileLoopTreesDesert(TileIndex tile)
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static void TileLoopTreesAlps(TileIndex tile)
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{
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int k = GetTileZ(tile) - _opt.snow_line;
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int k = GetTileZ(tile) - _opt.snow_line + TILE_HEIGHT;
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if (k < -TILE_HEIGHT) {
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if (k < 0) {
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if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
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SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 0);
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} else {
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uint density = min((uint)(k + TILE_HEIGHT) / TILE_HEIGHT, 3);
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uint density = min((uint)k / TILE_HEIGHT, 3);
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if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
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GetTreeDensity(tile) != density) {
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