(svn r3816) Use existing accessors
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@@ -3659,7 +3659,7 @@ pos_3:
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return;
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}
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dir = _m[tile].m5 & 3;
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dir = GetRoadDepotDirection(tile);
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DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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DoCommandByTile(
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@@ -9,6 +9,7 @@
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#include "../../command.h"
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#include "trolly.h"
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#include "../../depot.h"
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#include "../../tunnel_map.h"
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#include "../../variables.h"
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#include "../ai.h"
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@@ -236,7 +237,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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// This problem only is valid for tunnels:
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// When the last tile was not yet a tunnel, check if we enter from the right side..
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if ((_m[atile].m5 & 0x80) == 0) {
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if (i != (_m[atile].m5 & 3U)) continue;
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if (GetTunnelDirection(atile) != i) continue;
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}
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}
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}
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@@ -798,7 +798,7 @@ static void AiNew_State_FindDepot(Player *p)
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if (IsTileType(t, MP_STREET) &&
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GetRoadType(t) == ROAD_DEPOT &&
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IsTileOwner(t, _current_player) &&
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GB(_m[t].m5, 0, 2) == ReverseDiagDir(j)) { // right direction?
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GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
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p->ainew.depot_tile = t;
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p->ainew.depot_direction = ReverseDiagDir(j);
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p->ainew.state = AI_STATE_VERIFY_ROUTE;
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