# HG changeset patch # User tron # Date 1150908023 0 # Node ID 99f951d2a2e8a0b416f2c63998504212e365c25a # Parent 5db227bfbebf0d45219639c81d0897084ed85f3d (svn r5327) Use DrawFoundation() for houses -Fix: Some graphical glitches on house tiles with foundations -Fix: The selection cursor is now aligned with the top of the foundation for house tiles diff --git a/town_cmd.c b/town_cmd.c --- a/town_cmd.c +++ b/town_cmd.c @@ -69,7 +69,6 @@ static void DrawTile_Town(TileInfo *ti) { const DrawBuildingsTileStruct *dcts; - byte z; uint32 image; /* Retrieve pointer to the draw town tile struct */ @@ -84,17 +83,8 @@ dcts = &_town_draw_tile_data[GetHouseType(ti->tile) << 4 | variant << 2 | GetHouseBuildingStage(ti->tile)]; } - z = ti->z; - - /* Add bricks below the house? */ - if (ti->tileh != SLOPE_FLAT) { - AddSortableSpriteToDraw(SPR_FOUNDATION_BASE + ti->tileh, ti->x, ti->y, 16, 16, 7, z); - AddChildSpriteScreen(dcts->ground, 31, 1); - z += TILE_HEIGHT; - } else { - /* Else draw regular ground */ - DrawGroundSprite(dcts->ground); - } + if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh); + DrawGroundSprite(dcts->ground); /* Add a house on top of the ground? */ image = dcts->building; @@ -107,7 +97,8 @@ dcts->width + 1, dcts->height + 1, dcts->dz, - z); + ti->z + ); if (_display_opt & DO_TRANS_BUILDINGS) return; }