# HG changeset patch # User sheepluva # Date 1461772476 -7200 # Node ID 329ab1a0a7508500dfd7099b700d81cb90d56e1f # Parent 2ca312efcbb81ea383efc27f199f5032c44cb56d tweak preview diff -r 2ca312efcbb8 -r 329ab1a0a750 hedgewars/uLand.pas --- a/hedgewars/uLand.pas Wed Apr 27 17:38:44 2016 +0200 +++ b/hedgewars/uLand.pas Wed Apr 27 17:54:36 2016 +0200 @@ -372,10 +372,13 @@ for y:= h1 to h2 do for x:= w1 to w2 do begin - if (y <= wbm) and ((x - w1) mod (bmWidth * 2) >= bmWidth) then - continue; - Land[y,x]:= lfBasic; - Land[y,lastX-x]:= lfBasic; + if x mod 4 <> 0 then + begin + if (y <= wbm) and ((x - w1) mod (bmWidth * 2) >= bmWidth) then + continue; + Land[y,x]:= lfBasic; + Land[y,lastX-x]:= lfBasic; + end; end; w2:= w1 - gap; @@ -386,7 +389,7 @@ for y:= h1 to h2 do for x:= w1 to w2 do begin - if ((x - y) mod 2) = 0 then + if ((y - x) mod 2) = 0 then begin // align battlement on inner edge, because real outer edge could be offscreen if (y <= wbm) and ((LAND_WIDTH + x - bmref) mod (bmWidth * 2) >= bmWidth) then