Used curved instead of square circular area for mapgen water desert removal
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@@ -443,10 +443,9 @@ CommandCost CmdBuildLock(TileIndex tile, DoCommandFlag flags, uint32_t p1, uint3
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}
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/** Callback to create non-desert around a river tile. */
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bool RiverModifyDesertZone(TileIndex tile, void *)
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void RiverModifyDesertZone(TileIndex tile, void *)
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{
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if (GetTropicZone(tile) == TROPICZONE_DESERT) SetTropicZone(tile, TROPICZONE_NORMAL);
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return false;
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}
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/**
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@@ -459,7 +458,7 @@ void MakeRiverAndModifyDesertZoneAround(TileIndex tile)
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MarkTileDirtyByTile(tile);
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/* Remove desert directly around the river tile. */
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CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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IterateCurvedCircularTileArea(tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, nullptr);
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}
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/**
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@@ -525,8 +524,7 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32_t p1, uint
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case WATER_CLASS_RIVER:
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MakeRiver(current_tile, Random());
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if (_game_mode == GM_EDITOR) {
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TileIndex tile2 = current_tile;
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CircularTileSearch(&tile2, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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IterateCurvedCircularTileArea(current_tile, _settings_game.game_creation.river_tropics_width, RiverModifyDesertZone, nullptr);
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}
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break;
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