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Codefix: do not wrap-around the map when flooding tiles
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@ -1235,7 +1235,7 @@ void TileLoop_Water(TileIndex tile)
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switch (GetFloodingBehaviour(tile)) {
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case FLOOD_ACTIVE:
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for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
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TileIndex dest = tile + TileOffsByDir(dir);
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TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(dir));
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if (!IsValidTile(dest)) continue;
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/* do not try to flood water tiles - increases performance a lot */
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if (IsTileType(dest, MP_WATER)) continue;
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@ -1255,8 +1255,8 @@ void TileLoop_Water(TileIndex tile)
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case FLOOD_DRYUP: {
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Slope slope_here = std::get<0>(GetFoundationSlope(tile)) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
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for (uint dir : SetBitIterator(_flood_from_dirs[slope_here])) {
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TileIndex dest = tile + TileOffsByDir((Direction)dir);
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if (dest >= Map::Size()) continue;
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TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(static_cast<Direction>(dir)));
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if (!IsValidTile(dest)) continue;
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FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
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if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;
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