--- a/hedgewars/uLandGenTemplateBased.pas Fri Nov 23 21:22:26 2018 +0100
+++ b/hedgewars/uLandGenTemplateBased.pas Fri Nov 23 15:54:23 2018 -0500
@@ -114,8 +114,8 @@
// don't process too short segments or those which are too close to map borders
if (p1.x = NTPX)
or (dab < minDistance * 3)
- or (mp.x < LongInt(leftX) + mapBorderMargin)
- or (mp.x > LongInt(rightX) - mapBorderMargin)
+ or (mp.x < leftX + mapBorderMargin)
+ or (mp.x > rightX - mapBorderMargin)
or (mp.y < LongInt(topY) + mapBorderMargin)
or (mp.y > LongInt(LAND_HEIGHT) - mapBorderMargin)
then
@@ -128,13 +128,13 @@
if a <> 0 then
begin
// left border
- iy:= (LongInt(leftX) + mapBorderMargin - mp.x) * b div a + mp.y;
+ iy:= (leftX + mapBorderMargin - mp.x) * b div a + mp.y;
d:= DistanceI(mp.x - leftX - mapBorderMargin, mp.y - iy).Round;
t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy);
if t1 > 0 then distL:= d else distR:= d;
// right border
- iy:= (LongInt(rightX) - mapBorderMargin - mp.x) * b div a + mp.y;
+ iy:= (rightX - mapBorderMargin - mp.x) * b div a + mp.y;
d:= DistanceI(mp.x - rightX + mapBorderMargin, mp.y - iy).Round;
if t1 > 0 then distR:= d else distL:= d;
end else