- Fix Z-order calculation for terrain tiles (thanks Turley)
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@ -741,10 +741,10 @@ begin
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south := GetLandAlt(ATile.X + 1, ATile.Y + 1, north);
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south := GetLandAlt(ATile.X + 1, ATile.Y + 1, north);
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east := GetLandAlt(ATile.X + 1, ATile.Y, north);
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east := GetLandAlt(ATile.X + 1, ATile.Y, north);
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if Abs(north - south) > Abs(west - east) then
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if Abs(north - south) >= Abs(west - east) then
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Result := (north + south) div 2
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Result := Min(north, south) + Abs(west - east) div 2
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else
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else
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Result := (west + east) div 2;
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Result := Min(north, south) + Abs(north - south) div 2;
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end;
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end;
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function TLandscape.GetLandAlt(AX, AY: Word; ADefault: ShortInt): ShortInt;
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function TLandscape.GetLandAlt(AX, AY: Word; ADefault: ShortInt): ShortInt;
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