Avoid the border blending when the border terrain is _off^_usr.
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@ -503,7 +503,7 @@ void game_display::draw(bool update,bool force)
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// leave the northern and southern border since they're tricky due
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// to the hex shape of the tile
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// note we assume a half time border!!!
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if(!on_map) {
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if(!on_map && map_.get_terrain(*it) != t_translation::OFF_MAP_USER) {
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if(it->x == -1) {
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// get the rendered part
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SDL_Rect rect = { xpos + zoom_/4 , ypos, zoom_/2, zoom_ } ;
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