1
0
Fork 0

Change: Draw north-side farm fences/hedges/walls on tile edge, instead of 1/16th in.

This matches original TTD drawing behaviour, which is what the original baseset sprites are designed for, and avoids alignment issues (which are more problematic with high detail 4x sprites.)
pull/12048/head
Peter Nelson 2024-02-08 18:32:21 +00:00
parent 48e7dceb3c
commit 6970fbbba3
No known key found for this signature in database
GPG Key ID: 8EF8F0A467DF75ED
1 changed files with 2 additions and 2 deletions

View File

@ -69,14 +69,14 @@ static void DrawClearLandFence(const TileInfo *ti)
if (fence_nw != 0) { if (fence_nw != 0) {
int z = GetSlopePixelZInCorner(ti->tileh, CORNER_W); int z = GetSlopePixelZInCorner(ti->tileh, CORNER_W);
SpriteID sprite = _clear_land_fence_sprites[fence_nw - 1] + _fence_mod_by_tileh_nw[ti->tileh]; SpriteID sprite = _clear_land_fence_sprites[fence_nw - 1] + _fence_mod_by_tileh_nw[ti->tileh];
AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x, ti->y - 15, 16, 31, maxz - z + 4, ti->z + z, false, 0, 15, -z); AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x, ti->y - 16, 16, 32, maxz - z + 4, ti->z + z, false, 0, 16, -z);
} }
uint fence_ne = GetFence(ti->tile, DIAGDIR_NE); uint fence_ne = GetFence(ti->tile, DIAGDIR_NE);
if (fence_ne != 0) { if (fence_ne != 0) {
int z = GetSlopePixelZInCorner(ti->tileh, CORNER_E); int z = GetSlopePixelZInCorner(ti->tileh, CORNER_E);
SpriteID sprite = _clear_land_fence_sprites[fence_ne - 1] + _fence_mod_by_tileh_ne[ti->tileh]; SpriteID sprite = _clear_land_fence_sprites[fence_ne - 1] + _fence_mod_by_tileh_ne[ti->tileh];
AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x - 15, ti->y, 31, 16, maxz - z + 4, ti->z + z, false, 15, 0, -z); AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x - 16, ti->y, 32, 16, maxz - z + 4, ti->z + z, false, 16, 0, -z);
} }
uint fence_sw = GetFence(ti->tile, DIAGDIR_SW); uint fence_sw = GetFence(ti->tile, DIAGDIR_SW);