(svn r12547) -Feature: invisibility options to make objects invisible instead of transparent
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@@ -171,6 +171,8 @@ static void DrawTile_Unmovable(TileInfo *ti)
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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DrawClearLandTile(ti, 2);
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if (IsInvisibilitySet(TO_STRUCTURES)) break;
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AddSortableSpriteToDraw(
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dtu->image.sprite, PAL_NONE, ti->x | dtu->delta_x, ti->y | dtu->delta_y,
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dtu->size_x, dtu->size_y, dtu->size_z, ti->z,
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@@ -185,6 +187,8 @@ static void DrawTile_Unmovable(TileInfo *ti)
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DrawGroundSprite(SPR_CONCRETE_GROUND, PAL_NONE);
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if (IsInvisibilitySet(TO_STRUCTURES)) break;
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AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, IsTransparencySet(TO_STRUCTURES));
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break;
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@@ -211,6 +215,8 @@ static void DrawTile_Unmovable(TileInfo *ti)
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t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)];
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DrawGroundSprite(t->ground.sprite, palette);
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if (IsInvisibilitySet(TO_STRUCTURES)) break;
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foreach_draw_tile_seq(dtss, t->seq) {
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AddSortableSpriteToDraw(
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dtss->image.sprite, palette,
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