Age | Commit message (Collapse) | Author |
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Simplify MoveGoodsToSation() under the assumption that 0 is less or equal than 0
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Reduce variable scope
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drive through stations.
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road' bit was not set.
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Remove the unused function AllocateStation() which was left over from r8125
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Remove the explicit check for buoys when inserting goto station orders.
This is already covered by the preceding OWNER_NONE test.
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Remove the possiblity to take over stations with OWNER_NONE by building a station next to it
-Fix: It was possible to take over buoys by building a station next to them
Also remove the now unnecessary special case which prevented taking over oilrigs
NOTE: 0.5 candidate
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a duplicate
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already know it isn't.
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thing, sorry for it)
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a few more
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it is handled in WebTranslator2 from now on
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We should keep the list in sync with the build command as hacked clients can avoid a block in the GUI only
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for a certain vehicle type. We have a function to do that
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games because the static buffer used for name conversion is overwritten in the callback function.
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aren't the same (even though they both tell if it's a plane or helicopter)
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Adapt GetClosestStationFromTile() more to the way it is used:
- All but deleted stations get filtered later, so do not include non-deleted station in the first place
- Remove the two parameters, which are the same for all callers
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A spectator cannot build stations, so do not include a special case for him
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-Codechange: Use a more generic test, which tests the allowed aircraft instead of hardcoding the airport type numbers, to generate station names
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-Codechange: Allow goto station orders to public stations in general, not just oilrigs (though this is the same till now)
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Cloning were unaware that articulated locomotives could refit without refitting the front unit
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'configure' in the last 3 changes in 'configure'
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that can't use the airport in question
Now it's even better than ever because unless the no jetcrash cheat is enabled, the small airports will not show fast aircraft
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the depot window
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operator applied to unsigned type, result still unsigned'
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-Codechange: Do not hardcode the catchment radius of airports, but hold the information in AirportFTAClass
-Fix (r979): The default AI tested possible airport locations with a fixed catchment radius instead of the radius of the to be built airport
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into the cmd code.
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afrikaans - 1 changed by TrueTenacity (1)
brazilian_portuguese - 1 fixed, 1 changed by fukumori (2)
bulgarian - 4 fixed by groupsky (4)
dutch - 3 fixed by habell (3)
esperanto - 3 fixed by LaPingvino (3)
finnish - 5 fixed by kerba (5)
icelandic - 15 fixed, 30 changed by scrooge (45)
italian - 3 fixed by sidew (3)
norwegian_bokmal - 13 fixed by oletk (13)
turkish - 3 fixed by jnmbk (3)
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Don't do bogus initialisations and prefer simpler code
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on approach direction. Note: they're not yet used, but will be soon
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found or not
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simular to timidity via extmidi)
[PSP] -Add: added PSP specific code for libtimidity. libtimidity code is based on the work of Turulo. Tnx a bunch!
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almost UNIX, just it needs more includes ;)
(or more, it compiles, if it works is a whole other story ;))
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Abbreviate GetAirport(st->airport_type) to st->Airport()
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Do not handle a special case for goto hangar orders to oilrigs - they do not have a hangar anyway
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is a single-headed. Only do it if it previously had no power and that now there is. Or something...
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landscape.html.
No addition nor correction on actual data
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compilation error
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error under Win32. Changed to AIRPLANES
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too many lines in build vehicle windows and crash the game
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-Codechange: Do not hardcode the airports with a short airstrip anymore, but make it a flag in AirportFTAClass
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-Codechange: Make the encoding of accepted aircraft types of airports a bit more sensible and move the enum into struct AirportFTAClass
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EngineID with certain newGRF sets
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and assert the vehicle type in that function. Not a critical error, but it does increase game performance by up to 10% when playing a large game (many vehicles) with aircraft/road vehicle newgrfs loaded.
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