Tint every grount/structure tile when using new highlights
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+22
-18
@@ -305,29 +305,33 @@ static const uint16 PALETTE_SPRITE_COUNT = 1;
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static const SpriteID SPR_INNER_HIGHLIGHT_BASE = SPR_PALETTE_BASE + PALETTE_SPRITE_COUNT;
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static const SpriteID SPR_IMG_COMPANY_CARGO = SPR_INNER_HIGHLIGHT_BASE + 19;
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static const SpriteID SPR_IMG_COMPANY_GOAL = SPR_INNER_HIGHLIGHT_BASE + 20;
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static const SpriteID SPR_PALETTE_ZONING_RED = SPR_INNER_HIGHLIGHT_BASE + 21;
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static const SpriteID SPR_PALETTE_ZONING_GREEN = SPR_INNER_HIGHLIGHT_BASE + 22;
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static const SpriteID SPR_PALETTE_ZONING_BLACK = SPR_INNER_HIGHLIGHT_BASE + 23;
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static const SpriteID SPR_PALETTE_ZONING_LIGHT_BLUE = SPR_INNER_HIGHLIGHT_BASE + 24;
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static const SpriteID SPR_PALETTE_ZONING_ORANGE = SPR_INNER_HIGHLIGHT_BASE + 25;
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static const SpriteID SPR_PALETTE_ZONING_WHITE = SPR_INNER_HIGHLIGHT_BASE + 26;
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static const SpriteID SPR_PALETTE_ZONING_YELLOW = SPR_INNER_HIGHLIGHT_BASE + 27;
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static const SpriteID SPR_PALETTE_ZONING_PURPLE = SPR_INNER_HIGHLIGHT_BASE + 28;
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static const SpriteID SPR_INNER_HIGHLIGHT_COUNT = 29;
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static const SpriteID SPR_IMG_HOUSE_NEW = SPR_INNER_HIGHLIGHT_BASE + 21;
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static const SpriteID SPR_PALETTE_ZONING_RED = SPR_INNER_HIGHLIGHT_BASE + 22;
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static const SpriteID SPR_PALETTE_ZONING_GREEN = SPR_INNER_HIGHLIGHT_BASE + 23;
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static const SpriteID SPR_PALETTE_ZONING_BLACK = SPR_INNER_HIGHLIGHT_BASE + 24;
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static const SpriteID SPR_PALETTE_ZONING_LIGHT_BLUE = SPR_INNER_HIGHLIGHT_BASE + 25;
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static const SpriteID SPR_PALETTE_ZONING_ORANGE = SPR_INNER_HIGHLIGHT_BASE + 26;
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static const SpriteID SPR_PALETTE_ZONING_WHITE = SPR_INNER_HIGHLIGHT_BASE + 27;
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static const SpriteID SPR_PALETTE_ZONING_YELLOW = SPR_INNER_HIGHLIGHT_BASE + 28;
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static const SpriteID SPR_PALETTE_ZONING_PURPLE = SPR_INNER_HIGHLIGHT_BASE + 29;
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static const SpriteID SPR_INNER_HIGHLIGHT_COUNT = 30;
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static const SpriteID SPR_BORDER_HIGHLIGHT_BASE = SPR_INNER_HIGHLIGHT_BASE + SPR_INNER_HIGHLIGHT_COUNT + 1;
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static const SpriteID SPR_BORDER_HIGHLIGHT_COUNT = 19 * 19;
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static const SpriteID SPR_RECOLOUR_BASE = SPR_BORDER_HIGHLIGHT_BASE + SPR_BORDER_HIGHLIGHT_COUNT;
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static const SpriteID SPR_RECOLOUR_RED = SPR_RECOLOUR_BASE;
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static const SpriteID SPR_RECOLOUR_ORANGE = SPR_RECOLOUR_BASE + 1;
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static const SpriteID SPR_RECOLOUR_YELLOW = SPR_RECOLOUR_BASE + 2;
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static const SpriteID SPR_RECOLOUR_YELLOW_WHITE = SPR_RECOLOUR_BASE + 3;
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static const SpriteID SPR_RECOLOUR_WHITE = SPR_RECOLOUR_BASE + 4;
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static const SpriteID SPR_RECOLOUR_GREEN = SPR_RECOLOUR_BASE + 5;
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static const SpriteID SPR_RECOLOUR_COUNT = 5;
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static const SpriteID PALETTE_TINT_BASE = SPR_BORDER_HIGHLIGHT_BASE + SPR_BORDER_HIGHLIGHT_COUNT;
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static const SpriteID PALETTE_TINT_RED_DEEP = PALETTE_TINT_BASE;
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static const SpriteID PALETTE_TINT_ORANGE_DEEP = PALETTE_TINT_BASE + 1;
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static const SpriteID PALETTE_TINT_RED = PALETTE_TINT_BASE + 2;
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static const SpriteID PALETTE_TINT_ORANGE = PALETTE_TINT_BASE + 3;
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static const SpriteID PALETTE_TINT_YELLOW = PALETTE_TINT_BASE + 4;
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static const SpriteID PALETTE_TINT_YELLOW_WHITE = PALETTE_TINT_BASE + 5;
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static const SpriteID PALETTE_TINT_WHITE = PALETTE_TINT_BASE + 6;
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static const SpriteID PALETTE_TINT_GREEN = PALETTE_TINT_BASE + 7;
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static const SpriteID PALETTE_TINT_CYAN = PALETTE_TINT_BASE + 8;
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static const SpriteID PALETTE_TINT_COUNT = 8;
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/* From where can we start putting NewGRFs? */
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static const SpriteID SPR_NEWGRFS_BASE = SPR_RECOLOUR_BASE + SPR_RECOLOUR_COUNT;
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static const SpriteID SPR_NEWGRFS_BASE = PALETTE_TINT_BASE + PALETTE_TINT_COUNT;
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/* Manager face sprites */
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static const SpriteID SPR_GRADIENT = 874; // background gradient behind manager face
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