do {
TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
i->location.Add(cur_tile);
WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
Owner old_owner = GetTileOwner(cur_tile);
DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
SetTileOwner(cur_tile, old_owner);
MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
if (_generating_world) {
SetIndustryConstructionCounter(cur_tile, 3);
SetIndustryConstructionStage(cur_tile, 2);
}
/* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
}
} while ((++it)->ti.x != -0x80);