(svn r3794) Use already available accessor functions instead of GB()
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		@@ -501,9 +501,9 @@ void DrawClearLandFence(const TileInfo *ti)
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static void DrawTile_Clear(TileInfo *ti)
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					static void DrawTile_Clear(TileInfo *ti)
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{
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					{
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	switch (GB(ti->map5, 2, 3)) {
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						switch (GetClearGround(ti->tile)) {
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		case CL_GRASS:
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							case CL_GRASS:
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			DrawClearLandTile(ti, GB(ti->map5, 0, 2));
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								DrawClearLandTile(ti, GetClearDensity(ti->tile));
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			break;
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								break;
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		case CL_ROUGH:
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							case CL_ROUGH:
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@@ -519,11 +519,11 @@ static void DrawTile_Clear(TileInfo *ti)
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			break;
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								break;
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		case CL_SNOW:
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							case CL_SNOW:
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			DrawGroundSprite(_clear_land_sprites_2[GB(ti->map5, 0, 2)] + _tileh_to_sprite[ti->tileh]);
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								DrawGroundSprite(_clear_land_sprites_2[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh]);
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			break;
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								break;
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		case CL_DESERT:
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							case CL_DESERT:
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			DrawGroundSprite(_clear_land_sprites_3[GB(ti->map5, 0, 2)] + _tileh_to_sprite[ti->tileh]);
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								DrawGroundSprite(_clear_land_sprites_3[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh]);
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			break;
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								break;
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	}
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						}
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