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(svn r23701) -Codechange: give TileAddWrap() a 27% speed-up, by swapping entries in an if() statement, and reusing already calculated values (tnx to SmatZ for the ideas)
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@ -117,12 +117,12 @@ TileIndex TileAddWrap(TileIndex tile, int addx, int addy)
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uint y = TileY(tile) + addy;
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/* Disallow void tiles at the north border. */
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if (_settings_game.construction.freeform_edges && (x == 0 || y == 0)) return INVALID_TILE;
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if ((x == 0 || y == 0) && _settings_game.construction.freeform_edges) return INVALID_TILE;
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/* Are we about to wrap? */
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if (x < MapMaxX() && y < MapMaxY()) return tile + TileDiffXY(addx, addy);
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if (x >= MapMaxX() || y >= MapMaxY()) return INVALID_TILE;
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return INVALID_TILE;
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return TileXY(x, y);
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}
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/** 'Lookup table' for tile offsets given a DiagDirection */
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