# HG changeset patch # User Peter Nelson # Date 2024-02-08 18:32:21 # Node ID 8ca07a87b8609facb1a718483bff7a112b9ea448 # Parent a3e474bd6627f1bd9fdedab8bda6ef1ee7885586 Change: Draw north-side farm fences/hedges/walls on tile edge, instead of 1/16th in. This matches original TTD drawing behaviour, which is what the original baseset sprites are designed for, and avoids alignment issues (which are more problematic with high detail 4x sprites.) diff --git a/src/clear_cmd.cpp b/src/clear_cmd.cpp --- a/src/clear_cmd.cpp +++ b/src/clear_cmd.cpp @@ -69,14 +69,14 @@ static void DrawClearLandFence(const Til if (fence_nw != 0) { int z = GetSlopePixelZInCorner(ti->tileh, CORNER_W); SpriteID sprite = _clear_land_fence_sprites[fence_nw - 1] + _fence_mod_by_tileh_nw[ti->tileh]; - AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x, ti->y - 15, 16, 31, maxz - z + 4, ti->z + z, false, 0, 15, -z); + AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x, ti->y - 16, 16, 32, maxz - z + 4, ti->z + z, false, 0, 16, -z); } uint fence_ne = GetFence(ti->tile, DIAGDIR_NE); if (fence_ne != 0) { int z = GetSlopePixelZInCorner(ti->tileh, CORNER_E); SpriteID sprite = _clear_land_fence_sprites[fence_ne - 1] + _fence_mod_by_tileh_ne[ti->tileh]; - AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x - 15, ti->y, 31, 16, maxz - z + 4, ti->z + z, false, 15, 0, -z); + AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x - 16, ti->y, 32, 16, maxz - z + 4, ti->z + z, false, 16, 0, -z); } uint fence_sw = GetFence(ti->tile, DIAGDIR_SW);