(svn r3783) Replace further ints and magic numbers by Direction, DiagDirection and friends
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@@ -1024,7 +1024,6 @@ static void AiNew_State_BuildPath(Player *p)
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// This means we are done building!
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if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
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static const byte _roadbits_by_dir[4] = {2,1,8,4};
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// If they not queue, they have to go up and down to try again at a station...
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// We don't want that, so try building some road left or right of the station
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int dir1, dir2, dir3;
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@@ -1047,7 +1046,7 @@ static void AiNew_State_BuildPath(Player *p)
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dir3 = p->ainew.to_direction;
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}
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ret = AI_DoCommand(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir1 = TileOffsByDir(dir1);
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if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
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@@ -1059,7 +1058,7 @@ static void AiNew_State_BuildPath(Player *p)
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}
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}
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ret = AI_DoCommand(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir2 = TileOffsByDir(dir2);
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if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
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@@ -1071,7 +1070,7 @@ static void AiNew_State_BuildPath(Player *p)
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}
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}
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ret = AI_DoCommand(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir3 = TileOffsByDir(dir3);
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if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
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