Age | Commit message (Collapse) | Author |
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This increases the speed greatly when allocating more than one at a time
(planes, artic engines, cloning...) and when adding another block of
vehicles to the vehicle pool (adding 512 vehicles each time)
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instead of map access.
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appropriate GB()
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behind. This ensures they are cleared.
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used, for example, by coal tenders.
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allocate some vehicles to clone a train, but not for all cars
Now it gives "too many vehicles" error message instead
To make this work, AllocateVehicles() needed to be moved to vehicle.c (from aircraft_cmd.c) and made non-static
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vehicle entered a depot even though the goto depot was canceled
this assert could be reached by clicking on the goto depot button to cancel goto depot from the orders and the vehicle
still entered the depot. The flags in that case would not be "normal" anymore. An additional check is added to prevent this
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than one vehicle will try to move cargo from all vehicles
currently this applies to planes and multiheaded train engines (no more lost airmail)
added GetNextEnginePart() that returns the next vehicle in an engine nomatter what type it is
when more types of multivehicle engines are added, they will have to be added here too or autoreplace will not remove all cargo
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about accepted goods of industry tiles, instead of magic numbers
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- remove long unused stuff and bogus comments
- complement struct typedefs
- remove read-only (_demo_mode) and unused (_fix_mouse_at) global variables
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window. This affects wagon position, the scroll bar, and the train length counter. No trial and error is required to get the correct length now.
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autoreplacing and could end up with negative money
this is not the same bug as in rev 3128, which means you actually paid 3 times. Now it pays correctly
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autoreplacing and could end up with negative money
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to stop when autoreplacing
this would result in the construction of a new vehicle while the old one just continued
added an assert to make sure it's always stopped before trying to sell the old vehicle
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as entering a depot, so call moved out of DoVehicleTrigger loop.
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the train instead of the number of wagons. The actual length is cached in the first vehicle of the train.
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finished. Now strgen really behaves correctly. Thanks again glx
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strings with wrong plural forms. Thanks for glx for pointing this out (after I changed his original patch which was correct..whohoo braindeadness; here I come)
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Many thanks to jnmbk for his effort!
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When being asked answer according to _use_dos_palette. (Suggestion by Belugas)
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a plane could lock up an airport
this will not fix already locked up airports
this bug was introduced in rev 3111
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That's seven more free sprite slots, yay!
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wrong.
This removes all the 64bit stuff from the Makefile. Everything should
work just fine. Also removed the warning on amd64, 64bit OpenTTD is
stable. Tnx to dst for commenting and testing on this subject.
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(request by Darkvater)
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line 378
running MaybeReplaceVehicle() is now delayed until after the loop in CallVehicleTicks()
This avoids selling the vehicle the loop currently works with (and continues to work with afterwards)
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adding/using some sprite enums
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duplication, and make it apply only to vehicles with a custom image.
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window after all player's vehicles of that type have been replaced. This allows the replacement to be removed. These vehicles are shown in grey instead of the player's colour.
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commit(3104). Now cargo are removed when refitting (like it should)
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autoreplace needed
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untranslated strings. (glx). Also output the correct lines for these warnings, for missing strings the lines correspond with the ones in english.txt
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newgrf's where loaded. Thanks Tron for explaining what the problem was and how it should be solved.
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this var works like _new_train_id and the rest of that kind of vars, except it is set each time a vehicle is build, nomatter what type
this is a nice tool to code vehicle independent code, which in turn can reduce code duplication
Right now it's used in ReplaceVehicle() and CmdCloneVehicle()
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removed duplicated code and added DoCommand, which used the define build commands added with autoreplace
This should not affect gameplay at all
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return values, ... mostly related to the clone vehicle GUI
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windows does not, no idea why os2 has. Way to go consistency :s. So anyways, just strip trailing slash
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default save/load directory based on the dialog (added icon to openttd.grf, introduced FIOS_TYPE_DIRECT that allows arbitrary directory jumping).
- Fix: on Win32 capitalize the drive-letter in the saveload dialog windows when it is first opened.
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showed up in some cases when no replace was needed
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