for (TileIndex t = TileAddByDiagDir(tile, dir); t < MapSize() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
UpdateLevelCrossingTile(t, sound, forced_state);
}
}
}
/**
* Find adjacent level crossing tiles in this multi-track crossing and mark them dirty.