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Codechange: use explicit TileIndex constructor for tile 0
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@@ -792,7 +792,7 @@ void RunTileLoop()
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/* Manually update tile 0 every TILE_UPDATE_FREQUENCY ticks - the LFSR never iterates over it itself. */
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if (TimerGameTick::counter % TILE_UPDATE_FREQUENCY == 0) {
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_tile_type_procs[GetTileType(0)]->tile_loop_proc(0);
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_tile_type_procs[GetTileType(0)]->tile_loop_proc(TileIndex{});
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count--;
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}
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