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(svn r13734) -Fix: NewGRF rail continuation would always mark a tunnel on the same axis as connected, even when the tunnel faces the wrong direction.
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@ -25,6 +25,7 @@
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#include "player_func.h"
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#include "animated_tile_func.h"
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#include "functions.h"
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#include "tunnelbridge_map.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@ -294,11 +295,18 @@ static uint32 GetRailContinuationInfo(TileIndex tile)
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uint i;
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for (i = 0; i < lengthof(x_dir); i++, dir++, diagdir++) {
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TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile + TileOffsByDir(*dir), TRANSPORT_RAIL, 0));
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TileIndex neighbour_tile = tile + TileOffsByDir(*dir);
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TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(neighbour_tile, TRANSPORT_RAIL, 0));
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if (trackbits != TRACK_BIT_NONE) {
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/* If there is any track on the tile, set the bit in the second byte */
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SetBit(res, i + 8);
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/* With tunnels and bridges the tile has tracks, but they are not necessarily connected
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* with the next tile because the ramp is not going in the right direction. */
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if (IsTileType(neighbour_tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(neighbour_tile) != *diagdir) {
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continue;
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}
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/* If any track reaches our exit direction, set the bit in the lower byte */
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if (trackbits & DiagdirReachesTracks(*diagdir)) SetBit(res, i);
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}
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