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(svn r14416) -Fix (r10074)(r10517): substraction was done the other way in the 'nearest land/water' check (~25% performance penalty)
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@ -73,7 +73,7 @@ static uint GetClosestWaterDistance(TileIndex tile, bool water)
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} else if (TileX(tile) < TileX(t)) {
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/* We can safely skip this many tiles; up to here all tiles have a
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* higher or equal distance than the best distance */
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t += max(best_dist - dist, 0);
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t += dist - best_dist;
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continue;
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}
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}
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