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Cleanup: Tidy up variables in River_FoundEndNode (#13276)
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@ -1256,8 +1256,7 @@ static void River_FoundEndNode(AyStar *aystar, PathNode *current)
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River_UserData *data = (River_UserData *)aystar->user_data;
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/* First, build the river without worrying about its width. */
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uint cur_pos = 0;
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for (PathNode *path = current->parent; path != nullptr; path = path->parent, cur_pos++) {
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for (PathNode *path = current->parent; path != nullptr; path = path->parent) {
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TileIndex tile = path->GetTile();
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if (!IsWaterTile(tile)) {
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MakeRiverAndModifyDesertZoneAround(tile);
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@ -1269,16 +1268,13 @@ static void River_FoundEndNode(AyStar *aystar, PathNode *current)
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*/
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if (_settings_game.game_creation.land_generator != LG_ORIGINAL && data->main_river) {
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const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
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uint current_river_length;
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uint radius;
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cur_pos = 0;
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for (PathNode *path = current->parent; path != nullptr; path = path->parent, cur_pos++) {
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for (PathNode *path = current->parent; path != nullptr; path = path->parent) {
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TileIndex tile = path->GetTile();
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/* Check if we should widen river depending on how far we are away from the source. */
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current_river_length = DistanceManhattan(data->spring, tile);
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radius = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
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uint current_river_length = DistanceManhattan(data->spring, tile);
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uint radius = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
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if (radius > 1) CircularTileSearch(&tile, radius, RiverMakeWider, (void *)&path->key.tile);
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}
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