Age | Commit message (Collapse) | Author |
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TILE_SIZE / 2
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hungarian - 4 fixed by miham (4)
italian - 1 changed by sidew (1)
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calling the refit capacity callback.
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(mart3p)
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wagons in depot
also fixed a serious typo in peter1138's comments
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turned house and road tiles into void tiles to calculate the closest town
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(mistake in previous commit)
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and 2 configurable settings (slope and crossing penalties) for cost calculation
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saved only in network savegames (thanks glx)
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end" is not applied if train didn't pass choice.
It allows pathfinder to plan route through first red two-way signal if the train has no other choice than to pass it.
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trains
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road
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(thanks Darkvater)
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(mart3p)
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checking its refit mask. If aircraft can be refitted to passengers, no change happens, else the first refittable type is chosen. Also use refit capacity to determine the default capacity.
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- Trailing whitespace
- Trailing empty lines
- Missing newline at EOF
- Missing svn:eol-style native
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american - 12 changed by WhiteRabbit (12)
galician - 62 fixed, 10 changed by Condex (72)
italian - 3 changed by sidew (3)
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coded numbers instead of enums to calculate prices
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CheckStoppedInHangar()
-Fix: Be more strict what it means for an aircraft to be in a hangar: It's not just being stopped on a hangar tile
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doesn't mean it's in the depot. Use the proper test for this
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depot', don't test if it's a road depot
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only consumer
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This simplifies code that works with more than one vehicle type.
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lose the cargo onboard (useful when adding wagons to a train)
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into a DiagDirection. Use it for bridge ramps and ship depots
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the readability of the trolly AI
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when calculating the amount of to be transported goods
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_new_vehicle_id is enough.
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for frequent debug messages (performance stats)
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it pretty random if the AI could give a new vehicle its orders
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