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Codechange: Remove CLEAR_SNOW. (#15136)
Remove CLEAR_SNOW which is no longer used on the map and causes confusion. IsSnowTile() is checked instead.
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@@ -531,7 +531,7 @@ static const uint32_t _vegetation_clear_bits[] = {
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MKCOLOUR_XXXX(PC_ROUGH_LAND), ///< rough land
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MKCOLOUR_XXXX(PC_GREY), ///< rocks
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MKCOLOUR_XXXX(PC_FIELDS), ///< fields
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MKCOLOUR_XXXX(PC_LIGHT_BLUE), ///< snow
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MKCOLOUR_XXXX(PC_GRASS_LAND), ///< unused
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MKCOLOUR_XXXX(PC_ORANGE), ///< desert
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MKCOLOUR_XXXX(PC_GRASS_LAND), ///< unused
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MKCOLOUR_XXXX(PC_GRASS_LAND), ///< unused
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@@ -548,11 +548,12 @@ static inline uint32_t GetSmallMapVegetationPixels(TileIndex tile, TileType t)
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{
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switch (t) {
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case MP_CLEAR:
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if (IsSnowTile(tile)) return MKCOLOUR_XXXX(PC_LIGHT_BLUE);
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if (IsClearGround(tile, CLEAR_GRASS)) {
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if (GetClearDensity(tile) < 3) return MKCOLOUR_XXXX(PC_BARE_LAND);
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if (GetTropicZone(tile) == TROPICZONE_RAINFOREST) return MKCOLOUR_XXXX(PC_RAINFOREST);
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}
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return _vegetation_clear_bits[IsSnowTile(tile) ? CLEAR_SNOW : GetClearGround(tile)];
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return _vegetation_clear_bits[GetClearGround(tile)];
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case MP_INDUSTRY:
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return IsTileForestIndustry(tile) ? MKCOLOUR_XXXX(PC_GREEN) : MKCOLOUR_XXXX(PC_DARK_RED);
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