Age | Commit message (Collapse) | Author |
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possible, so it doesn't build bridges everywhere
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GetTileTrackStatus().
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buildings, so show tick when buildings are transparent.
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train had negative income
-Codechange: use GetDisplayProfitThisYear() to convert vehicle profit to readable form
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do not set water class for them
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and remove a 'goto'.
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the value
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one-way-road in the next tiles.
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for debug level 2 (patch by IguannaB)
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(called once or very short)
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owner (patch by Vikthor)
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at NW border of map (placing buyos, leveling land)
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(spotted by michi_cc)
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bridge to build, so it won't build wooden bridges everytime
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over existing road with vehicle on it, or do not fail at all
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unconditionally returning a possibly non-existant sprite.
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GetCrossingRailAxis() to improve code readability
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TrainCheckIfLineEnds to simplify the code
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there can be less checks in pathfinders for depots/stations/tunnels/bridges
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Dominik)
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largest patch tab, so adding patch options is simply a case of adding to the lists.
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DC_QUERY_COST is set (patch by Raimar Falke)
It never happens in current code, but it is better to be ready for it
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bridges (spotted by _minime_)
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tile/vehicle visible too (original idea by Dominik)
It improves the game appearance when playing with very small screen resolution
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station dragging
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when Ctrl is pressed
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input, depot/group window wasn't updated (original patch by GrimRC)
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news
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do not let it leave again
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another town
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should be road (with 2x2, 3x3 grid town layouts)
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town, so weird things won't happen anymore
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-Cleanup: apply a bit of code style. Mostly re-indenting switch cases
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single function
-Fix: Handle the bridge recolouring mapping as the other features. Although not specified by the specs, it seems to be implicit.
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another one closely matching
-Codechange: Replace two magic numbers with according sprite names
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nearest now
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uninitialised variable
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DrawTileSprites into one PalSpriteID
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one PalSpriteID
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station_land and unmovable_land.
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station_land and unmovable_land.
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