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authorbjarni <bjarni@openttd.org>2005-01-02 17:23:04 +0000
committerbjarni <bjarni@openttd.org>2005-01-02 17:23:04 +0000
commit29d8c5bb5056dc8efa6c953595056697fc876760 (patch)
tree5fb0d626bc9f756094332a0dd97b98d42fce0a55 /roadveh_cmd.c
parenta11f46fed48fa6606f2d84c8f96d79efbad83197 (diff)
downloadopenttd-29d8c5bb5056dc8efa6c953595056697fc876760.tar.xz
(svn r1323) Adding autoreplace feature
This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the vehicle overview windows Note: autorenew is now autoreplace, but to the same engine type Nice new features, that was added to make this possible - windows can now have two independant vertical scrollbars - CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with estimated costs even if shift is pressed - fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
Diffstat (limited to 'roadveh_cmd.c')
-rw-r--r--roadveh_cmd.c6
1 files changed, 5 insertions, 1 deletions
diff --git a/roadveh_cmd.c b/roadveh_cmd.c
index 72adbade1..37196cc86 100644
--- a/roadveh_cmd.c
+++ b/roadveh_cmd.c
@@ -105,6 +105,8 @@ int32 EstimateRoadVehCost(byte engine_type)
return ((_price.roadveh_base >> 3) * RoadVehInfo(engine_type)->base_cost) >> 5;
}
+// p1 = engine_type
+// p2 not used
int32 CmdBuildRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost;
@@ -211,6 +213,8 @@ int32 CmdStartStopRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
return 0;
}
+// p1 = vehicle index in &_vehicles[]
+// p2 not used
int32 CmdSellRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
@@ -1379,7 +1383,7 @@ void RoadVehEnterDepot(Vehicle *v)
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
- MaybeRenewVehicle(v);
+ MaybeReplaceVehicle(v);
VehicleServiceInDepot(v);