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(svn r17817) -Codechange: MakeWater actually made sea tiles, so rename it to MakeSea and unduplicate the code to make sea, rivers and canals.
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@@ -165,7 +165,7 @@ void MakeWaterKeepingClass(TileIndex tile, Owner o)
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if (wc == WATER_CLASS_SEA && z > 0) wc = WATER_CLASS_CANAL;
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switch (wc) {
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case WATER_CLASS_SEA: MakeWater(tile); break;
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case WATER_CLASS_SEA: MakeSea(tile); break;
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case WATER_CLASS_CANAL: MakeCanal(tile, o, Random()); break;
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case WATER_CLASS_RIVER: MakeRiver(tile, Random()); break;
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default: DoClearSquare(tile); break;
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@@ -337,7 +337,7 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if (flags & DC_EXEC) {
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if (TileHeight(tile) == 0 && p2 == 1) {
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MakeWater(tile);
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MakeSea(tile);
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} else if (p2 == 2) {
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MakeRiver(tile, Random());
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} else {
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@@ -947,7 +947,7 @@ void DoFloodTile(TileIndex target)
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/* flood flat tile */
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if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
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MakeWater(target);
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MakeSea(target);
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MarkTileDirtyByTile(target);
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flooded = true;
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}
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@@ -1067,7 +1067,7 @@ void ConvertGroundTilesIntoWaterTiles()
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* during the generation. */
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switch (slope) {
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case SLOPE_FLAT:
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MakeWater(tile);
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MakeSea(tile);
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break;
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case SLOPE_N:
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