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Use TileCoordsXY on footpath_fix_corners_around()
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@@ -2072,7 +2072,7 @@ bool tile_element_wants_path_connection_towards(TileCoordsXYZD coords, const Til
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}
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// fix up the corners around the given path element that gets removed
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static void footpath_fix_corners_around(int32_t x, int32_t y, TileElement* pathElement)
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static void footpath_fix_corners_around(const TileCoordsXY& footpathPos, TileElement* pathElement)
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{
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// A mask for the paths' corners of each possible neighbour
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static constexpr uint8_t cornersTouchingTile[3][3] = {
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@@ -2093,7 +2093,8 @@ static void footpath_fix_corners_around(int32_t x, int32_t y, TileElement* pathE
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if (xOffset == 0 && yOffset == 0)
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continue;
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TileElement* tileElement = map_get_first_element_at(TileCoordsXY{ x + xOffset, y + yOffset }.ToCoordsXY());
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TileElement* tileElement = map_get_first_element_at(
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TileCoordsXY{ footpathPos.x + xOffset, footpathPos.y + yOffset }.ToCoordsXY());
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if (tileElement == nullptr)
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continue;
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do
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@@ -2170,7 +2171,7 @@ void footpath_remove_edges_at(const CoordsXY& footpathPos, TileElement* tileElem
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if (fixCorners && tileElement->IsGhost())
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{
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auto tileFootpathPos = TileCoordsXY{ footpathPos };
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footpath_fix_corners_around(tileFootpathPos.x, tileFootpathPos.y, tileElement);
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footpath_fix_corners_around(tileFootpathPos, tileElement);
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}
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if (tileElement->GetType() == TILE_ELEMENT_TYPE_PATH)
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