Add NewGRF object property/flag to use land as object ground sprite
This handles variable ground densities, snow/desert, etc.
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@@ -1853,6 +1853,52 @@
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<li>m3: random bits</li>
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<li>m5: index into the array of objects, bits 16 to 23 (lower bits in m2)</li>
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<li>m7: animation counter</li>
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<li style="color: blue">m4 bits 7..5: update counter (for objects using land ground sprites), incremented on every periodic processing.<BR>
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For snow and desert, these bits are not used, tile is updated on every periodic processing.</li>
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<li style="color: blue">m4 bits 3..2: ground type (for objects using land ground sprites):
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<table style="color: blue">
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<tr>
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<td nowrap valign=top><tt>0</tt> </td>
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<td align=left>bare land / grass</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>1</tt> </td>
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<td align=left>snow or desert</td>
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</tr>
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</table>
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</li>
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<li style="color: blue">m4 bits 1..0: density (for objects using land ground sprites):
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<table style="color: blue">
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<tr>
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<td nowrap valign=top><tt>0</tt> </td>
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<td>bare land</td>
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<td>1/4 snow</td>
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<td></td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>1</tt> </td>
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<td>1/3 grass</td>
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<td>2/4 snow; </td>
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<td>1/2 desert</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td>2/3 grass</td>
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<td>3/4 snow</td>
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<td></td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>3</tt> </td>
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<td>full grass; </td>
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<td>full snow; </td>
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<td>full desert</td>
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</tr>
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</table>
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</li>
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</ul>
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</td>
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</tr>
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