Tint every grount/structure tile when using new highlights
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@@ -44,8 +44,6 @@
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#include "table/industry_land.h"
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#include "table/build_industry.h"
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#include "citymania/zoning.hpp"
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#include "safeguards.h"
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IndustryPool _industry_pool("Industry");
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@@ -350,14 +348,12 @@ static void DrawTile_Industry(TileInfo *ti)
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/* DrawFoundation() modifies ti->z and ti->tileh */
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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auto zoning_pal = citymania::GetIndustryTileZoningPalette(ti->tile, ind);
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/* If the ground sprite is the default flat water sprite, draw also canal/river borders.
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* Do not do this if the tile's WaterClass is 'land'. */
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if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
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DrawWaterClassGround(ti);
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} else {
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DrawGroundSprite(image, zoning_pal == PAL_NONE ? GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)) : zoning_pal);
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DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
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// DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
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}
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@@ -367,7 +363,7 @@ static void DrawTile_Industry(TileInfo *ti)
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/* Add industry on top of the ground? */
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image = dits->building.sprite;
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if (image != 0) {
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AddSortableSpriteToDraw(image, zoning_pal == PAL_NONE ? SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)) : zoning_pal,
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AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
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ti->x + dits->subtile_x,
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ti->y + dits->subtile_y,
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dits->width,
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